Advanced Dungeons & Dragons 2nd Edition Wiki
Templar
Class Group: Priest
Templar
Source: Dark Sun Boxed Set: Templar (DS)
Ability Score
Requirements:
Wisdom 9, Intelligence 10
Prime Requisite: Wisdom
Allowed Races: Human, Dwarf, Elf, Half-elf
Alignment Allowed: Neutral or Evil

Templar are the wicked enforcers of their sorcerer-king, who they worship to receive spells.

Templar Spell Slots per Spell Level
Level XP needed Hit
Dice
(d8)
THAC0 1 2 3 4 5 6* 7**
1 0 1 20
2 1,500 2 20 1
3 3,000 3 20 1 1
4 6,000 4 18 2 1
5 13,000 5 18 3 2
6 27,500 6 18 3 2 1
7 55,000 7 16 3 2 2
8 110,000 8 16 3 3 2 1
9 225,000 9 16 3 3 3 1
10 450,000 9+2 14 3 3 3 2
11 675,000 9+4 14 4 3 3 2 1
12 900,000 9+6 14 4 4 3 3 1
13 1,125,000 9+8 12 4 4 4 3 2
14 1,350,000 9+10 12 5 5 4 4 2 1
15 1,575,000 9+12 12 6 6 5 5 3 2 1
16 1,800,000 9+14 10 7 7 6 6 4 3 1
17 2,025,000 9+16 10 7 7 7 7 5 4 2
18 2,250,000 9+18 10 8 8 8 8 6 4 2
19 2,475,000 9+20 8 9 9 9 9 7 5 3
20 2,700,000 9+22 8 9 9 9 9 9 6 4
* Usable only by templars with 17 or greater Wisdom.
** Usable only by templars with 18 or greater Wisdom.

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +2 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Starting Equipment[]

  • 3d6 × 10 gp (to be used to buy equipment)
    • Can use their initial funds only to purchase equipment and goods.
    • Only keep at most 2 or 3 gold of starting money, rest is given back to superiors
    • Templars cannot lend any of their initial funds to other characters.

Equipment[]

  • Armor: Can wear any armor.
    • Different sorcerer-kings will impose temporary restrictions based on their preferences
  • Weapon: Can use any weapon.
    • Different sorcerer-kings will impose temporary restrictions based on their preferences
  • Magic Items: They can use a fair number of magical items
    • Includes priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 4 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Priest categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts with 2 Weapon Proficiency
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • -3 Penalty to Attack Roll if using Non-Proficient Weapon

Player's Option: Combat & Tactics

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Priests know the "Single Weapon", "Two-handed Weapon", "Weapon and Shield", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A priest may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Spellcasting[]

Templars receive their spells not from a god but from the sorcerer-king they worship. Spell availability may become more restricted if the sorcerer-king is displeased with the templar.

Templars have access all priest spheres for their spells.

Turn Undead[]

Templars have power over undead, but only to raise or ally with them, never to turn them away. As discussed for evil priests and undead in the Player's Handbook, this is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A " T " result means the undead automatically obey the templar, while a " D " means the undead become completely subservient to the templar. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

Authority[]

As a templar advances in level, he gains certain powers within their city state.

  • 1st Level - Free to order slaves around.
  • 2nd Level - Can legally enter the house of a freeman
  • 3rd Level - Can requisition soldiers (1d4 level 1 templars)
  • 4th Level - Can accuse a freeman of disloyalty (or similar crimes)
  • 5th Level - Gain access to all areas in palaces and temples
  • 6th Level - Can draw upon the city treasury for official investigations (10 x (d10 x templar level), once per month)
  • 7th Level - Can pass judgement on a freeman
  • 10th Level - Can accuse a noble of disloyalty (or similar crimes)
  • 15th Level - Can pass judgement on a noble
  • 17th Level - Can grant a pardon to any condemned man (only sorcerer-king can overrule).

Templar can have no more than one man accused and in the dungeons per level.

Higher level Templars can overrule the authority of a lower level Templar. 2 Templars of the same level must seek out a higher level Templar to mediate.

Strongholds & Followers[]

Templars no not receive Strongholds or Followers.

Saving Throws[]

Templar Saving Throws
Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d8 HP
  • Starting funds: 3d6 × 10 gp (have to spent or give up all except 2-3 gp)
  • 4 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
  • No spell slots at level 1.

Leveling up[]

At level up:

  • Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
  • Check "Templar Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • Check top table to see what current spell slots are available & if THAC0 updates.
  • If new Spell Level is achieved, add desired spells from any sphere.
  • Many levels unlock new authorities (listed above)