Templars is a monster supplement for 5e that presents disciplined holy knights as an organized martial order rather than wandering champions. Instead of treating templars as solitary heroes or generic crusaders, this book focuses on a structured military brotherhood devoted to defending the faith, protecting sacred institutions, and enforcing religious authority through disciplined formations and unwavering loyalty.
The intent of this product is encounter clarity without individual power inflation. Each role represents a specific function within the order, from gate guards and patrol knights to banner bearers and battlefield commanders. Unlike many martial ladders that escalate through individual heroics, templars gain their true strength through coordination, positioning, and shared doctrine. Their abilities reinforce disciplined formations, making them far more dangerous when fighting together than when encountered alone.
The internal politics, doctrines, and ultimate loyalties of the order are intentionally left undefined. Some templars may serve a righteous faith protecting civilization from real threats, while others may act as enforcers of oppressive regimes or unquestioning servants of religious authority. These stat blocks are tools for the GM. Whether the templars represent noble defenders or terrifying instruments of faith is entirely up to the campaign.
Inquisitors is a monster supplement for 5e that presents the machinery of religious investigation and doctrinal enforcement as a structured institution rather than a collection of generic villains. Instead of treating inquisitors as lone fanatics or roaming judges, this book explores an organized hierarchy dedicated to identifying heresy, suppressing dangerous magic, and enforcing ideological conformity through fear, investigation, and authority.
The intent of this product is focused encounter design without scale bloat. Each role represents a specific operational function within the institution, progressing from informants embedded in civilian life through increasingly powerful investigators and authorities capable of directing raids, trials, and large-scale crackdowns. The ladder culminates with the Grand Inquisitor, a regime-level authority capable of dominating entire regions through divine judgment and institutional power.
Cultural doctrine, theology, and the true motives of the Inquisition are intentionally left undefined. Whether the institution is righteous, corrupt, fearful, or tragically necessary is left entirely to the GM. These stat blocks are tools. The truth of the faith they enforce is yours to decide.
Temple Guard — CR 1/4
Armored gate guard assigned to defend temples, inquisitors, and sacred property.
Templar Knight — CR 2
Disciplined holy warrior trained in heavy armor and formation combat.
Banner Templar — CR 4
Standard bearer whose sacred banner strengthens nearby templars and anchors battlefield formations.
Templar Justicar — CR 6
Divinely empowered knight who enforces religious law and channels limited sanctioned miracles.
Templar Commander — CR 8
Veteran battlefield leader who coordinates templar formations and amplifies the strength of nearby knights.
Informant — CR 1/8
Civilian surveillance agent quietly embedded in communities to report suspicious activity, heresy, and magical practice.
Interrogator — CR 1/2
Specialist in coercion and restraint who extracts confessions through psychological pressure and controlled brutality.
Witchfinder — CR 2
Arcane hunter trained to detect, expose, and suppress spellcasters operating outside sanctioned authority.
Field Inquisitor — CR 5
Operational investigator who leads arrests, raids, and public accusations against suspected heretics.
High Inquisitor — CR 9
Regional authority empowered to conduct trials, issue condemnations, and command enforcement forces.
Grand Inquisitor — CR 14
Supreme authority of the institution whose judgments can reshape entire regions through fear, law, and divine sanction.
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