Small/Medium humanoid, neutral
- Armor Class
- 16
- Hit Points
- 6 plus six times your Captain level (the templar has a number of Hit Dice [d8s] equal to your Captain level)
- Speed
- 30 ft.
- Proficiency Bonus
- equals your Proficiency Bonus
- Saving Throws
- Cha 1+PB, Wis 0+PB
- Skills
- Religion +2, Athletics +5
- Senses
- passive Perception 10
- Languages
- Common plus one other language
Traits
Simple and Martial weapons; Light, Medium, and Heavy armor, Shields
Martial Excellence. The templar has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Improved Smite. The Radiant damage of the templar's Smite increases by 1d8 (3d8) and again at Captain level 17 (4d8).
Zealous. The templar adds your Charisma modifier to its saving throws.
Blessed Blade. The templar has Advantage on attack rolls.
Actions
Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 2d6 plus your Charisma modifier Slashing damage.
Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 30/120 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.
Bonus Actions
The templar deals an extra 2d8 Radiant damage on a hit. The templar can use this Bonus Action once more at Captain level 5 (3/Day), 9 (4/Day), 13 (5/Day), and 17 (6/Day).
Reactions
Parry. Trigger: The templar is hit by a melee attack roll while holding a weapon. The templar adds your Proficiency Bonus to its AC against that attack, possibly causing it to miss.