Templar

Every religious institution has enemies. Schisms in the faith can cause fighting between the ranks, while rival faiths vying for dominance in a region might solve their theological differences with steel and fire. And then there are the host of beings, people, and organizations that oppose all religious groups. The Ancient Ones and the cults that form around them, and many faeries, demons, fiends, and countless others, consider religions an existential threat and are committed to stamping them out.
In the face of such hostility, religions invest holy warriors known as templars with supernatural power to protect the interests of their faith. They guard temples and shrines or travel with relics from place to place, keeping watch over these sacred treasures. Some accompany pilgrims on their journeys, while others bind themselves to places where their gods have revealed themselves. A rare few, though, have other ideas about protecting their religion’s assets. These errant templars travel the lands to watch over and defend congregations of believers and to guard against malfeasance by the enemies of their faith.
You have joined this breakaway group. Your calling draws you out into the world, undertaking critical missions to safeguard your faith. You can declare any site a temple of your god and from there channel divine power to smite your enemies.

Level 3 Templar

Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Righteous Relentlessness (Magical): When you start your turn grabbed, held, or stunned, make a luck roll. On a success, you end the grab or the affliction. On a failure, you lose access to this talent for 1 minute.
Sacred Ground (Magical): If you are not confused, controlled, stunned, or unconscious at the start of your turn, you can use this talent to make sacred a Size 5 space centered on you for 1 minute. At level 6, the Size of the space increases to 10. The effect ends early if you leave the space or you become stunned or unconscious. While in the space, you roll to attack with 1 boon and your attacks deal an extra 1d6 damage, or 3d6 damage at level 9. Once you use this trait, you lose access to it for 1 minute.

Level 4 Templar

Health: +8, Bonus Damage: +1d6
Spells: One novice
Divine Chains (Magical): When an enemy starts its turn inside the space affected by your Sacred Ground talent, that enemy makes a Will roll. An angel, demon, faerie, fiend, spirit, or undead rolls with 1 bane. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy becomes held and weakened (luck ends both).

Level 6 Templar

Health: +8, Bonus Damage: +1d6
Spells: One expert
Blessed Temple (Magical): Invisible enemies inside the space affected by your Sacred Ground talent become visible for as long as they remain in the space. In addition, the space neutralizes all manufactured poisons in it and destroys all sources of infection.

Level 9 Templar

Health: +8
Spells: One master
Temple Protector (Magical): You have the following additional benefits while you are inside the space affected by your Sacred Ground talent.