Base Class: Ranger
The elf approached the clearing. He could hear the chanting, the barely understood gutteral attempts at completing some profane ritual. Suddenly, a portal began to open and a gargantuan clawed limb reached into the world. The elf had no time left as he sprung into the midst of the cultist, first a quick spell to calm the tides of magic, then a throat slashed. His quick burst of speed carried him away as the fireball exploded mere feet behind him.
In Menden, witchguard are rangers who tap into the magic of ley lines, giving them access to the arcane magic of wizards and sorcerers. They began as a conclave of hunters in the Oathwood, whos battles against the ancient hags of that massive forest forced them to develop new techniques. Now, they often find their talents useful to itinerant spellcasters to heel.
Witchguard Spells
Starting when you join this conclave at 3rd level, you learn additional spells when you reach certain levels in the ranger class, as shown in the Witchguard Spells table.
Witchguard Spells
Ranger Level | Spells |
---|---|
3rd | detect magic |
5th | magic weapon |
9th | counterspell |
11th | dispel magic* |
13th | freedom of movement |
17th | telekinesis |
Witchguard Magic
Additionally, starting at 3rd level, when you select spells known, you may select spells from either the wizard spell list or the ranger spell list. Regardless of which spell list a spell was selected from, it counts as a ranger spell for you.
Magical Knowledge
Also at 3rd level, your experience with the weave and flow of magic continue to expand. You gain proficiency in the Arcana skill.
Arcane Strike
Starting at 7th level, you gain the ability to channel bits of magic into your strikes. Once per turn, when you deal damage with a weapon attack to a creature within 30 feet, choose one of the following effects:
- The attack deals +1d6 force damage.
- The attack’s target must succeed on a Constitution saving throw against your spell save DC or have it’s speed halved until the start of your next turn.
- You immediately heal 1d4+1 hit points.
Sever Threads
At 11th level, you gain the ability to interrupt disruptions to the natural flow of magic. You know the dispel magic spell. You may cast dispel magic as a 3rd level spell without expending a spell slot once, once you cast it this way, you may not do so again until you complete a long rest.
If you previously selected dispel magic as one of your spells known, you may gain instead select another spell that you could cast.
Additionally, when you cast dispel magic, you have advantage on your spellcasting ability checks to dispel spells of higher levels.
Tides of Magic
At 15th level, your ability to detect and ebb and flow of the power flowing through leylines gives you magic resistance. You make all saving throws against spells with advantage as long as you are not incapacitated.
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