Jsk Duty of the Templar

Divine Aegis
At 3rd level, your Aegis feature is improved. Whenever you cast a Paladin spell, you and a creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice the amount of damage that your Aegis feature blocks. The temporary hit points granted by this feature increases as you gain levels in this class (see the Aegis column of the Warden Feature Table).

Spellcasting
At 3rd level, you gain access to the Paladin spell list. Your spellcasting ability for Paladin spells is Charisma. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
 * Ritual Casting: As a Templar, you cannot cast a spell as a ritual.
 * Spells Known: You know two spells from the Paladin spell list. You learn more Paladin spells as you gain levels with this class (see the Templar Spellcasting Table).
 * Spell Slots: The Templar Spellcasting Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spellcasting Focus: You can use a holy symbol as a focus for your Templar spells.
 * Versatile Spells: When you finish a long rest, you can choose one Paladin spell that you know and replace it with another Paladin spell.

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Versatile Slots
At 6th level, you can convert ability slots or spell slots into one another. During a short rest, you can expend an ability slot or a spell slot of any level to regain an expended ability slot or spell slot equal to half the expended slot's level. For example, you can expend a 2nd-level ability slot to regain one 1st-level spell slot.

Crusade
At 11th level, you can push yourself beyond natural limits to perform your duties. When you use a martial ability or cast a spell that requires an action, you can use a bonus action instead. Once you have used this feature, you cannot do so again until you have finished a short or long rest.

Aura of the Templar
At 15th level, you can expend one ability slot and one spell slot to flood the area around you with magic (no action required). You gain an aura centered on you that extends out to 15 feet. When you move, the aura moves with you. At the start of each of your turns, creatures of your choice within the aura, including you, gain the following benefits. These benefits last until the start of your next turn. Your aura lasts for 1 minute, and ends early if you are incapacitated. You can also choose to end your aura early on your turn as a bonus action. When you use this feature, the number of ability slots and spell slots required to use it again increase by 1 each. When you finish a long rest, this number is reduced to 1 each.
 * A creature gains temporary hit points equal to the amount of damage your Aegis feature blocks.
 * A creature gains resistance to necrotic damage.
 * A creature makes death saving throws with advantage.