Base Class: Fighter
The archetypal Pact Bound Guardian combines the martial mastery common to all fighters with an infusion of natural magic. Pact Bound Guardians use magical techniques similar to those practiced by Druids. They infuse their martial techniques with magic to enhance their abilities and control the battlefield. These guardians learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the spell list.
Cantrips
You learn two cantrips of your choice from the spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Pact Bound Spellcasting table shows how many spell slots you have to cast you spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice, two of which you must choose from the abjuration and evocation spells on the spell list.
The Spells Known column of the Pact Bound Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Pact Bound Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Imbued Armament
At 3rd level, you learn a ritual that imbues one weapon or shield with magical power. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armament must be within your reach throughout the ritual, at the conclusion of which you touch the armament and imbue it with power.
The somatic components of spells cast within your reach is met while holding your imbued armament. Your imbued armament also functions as a spell casting focus.
You can imbue one weapon and one shield, when you imbue a second weapon or shield, the magic fades from the first.
Trembling Earth
Beginning at 7th level, your weapon erupts with power, shaking the earth beneath it. On a successful melee attack, target makes a dexterity saving throw or fall prone.
This ability can be used a number of times equal to your proficiency bonus modifier and recharges after a long rest.
Earthen Guard
At 10th level, a thin layer of stone coats your skin granting +1 to your AC.
Fervor
At 15th level, Magic Bursts from your imbued Armament, granting you advantage on the first melee spell attack you cast during each combat.
Earthen Lock
Starting at 18th level, When you you succeed with a melee attack against a creature, it's movement becomes 0 until the end of it's next turn.