Base Class: Ranger
These rangers come from a group that devoted themselves to the service of spellcasters, they are experts at working in tandem with them and keeping the typically more frail from harm.
Witchguard Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Witchguard Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Witchguard Spells
| Ranger Level | Spell |
|---|---|
| 3rd | sanctuary |
| 5th | warding bond |
| 9th | counterspell |
| 13th | death ward |
| 17th | banishing smite |
Spell Bound
At 3rd level when you accept this Calling, you have sworn your life to the protection of spell casters, usually a specific one. Whenever you finish a long rest choose one willing creature who's primary level was in Artificer, Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. You and the creature become bonded until either of you die, are no longer on the same plane of existence or you complete a 1-hour ritual to sever your current bond; you can extend this ritual by another hour to establish a new bond provided the intended target qualifies.
While bonded in this way you and the caster, which is hereafter referred to as your ward, can sense each other through the bond; as if your attention is drawn in their exact direction. Both you and your ward are aware of each other's current hit points and any conditions affecting the other. Additionally, whenever you both complete a long rest within 60 feet of each other you and your ward gain temporary hit points equal to your Wisdom modifier + your proficiency modifier.
Guardian Instinct
At 3rd level when you accept this Calling, you are trained to eliminate threats to your ward as well as working in tandem with them. You gain proficiency with heavy armor and ignore disadvantage to Stealth checks imposed by light or medium armors.
If your are within 15 feet of your ward when they cast a spell, you can use your Reaction to make one weapon attack. If there is a hostile within 10 feet of your ward the attack must be made against that creature. As you learn your ward can more or less defend themselves, the range of this Reaction increases; going to 30 feet at 7th level and 60 feet at 11th level.
Watched and Learned
At 7th level your time spent guarding spell casters has allowed you to glean some of their knowledge. You learn 2 of the cantrips your ward currently knows, you choose which to learn and whenever they replace or gain a new cantrip you can choose to replace one of the cantrips you know. You also gain 1 spell from your ward's class spell list, it must be a spell of a level you can cast. Whenever you complete a long rest you can replace this spell with another from their class spell list, which must still be of a level you can cast.
All spells gained in this way count as Ranger spells for you and do not count against the number of Ranger spells you know. In the event the bond with your ward is severed, you lose access to all spells and cantrips gained through this feature after 1 minute; thereafter you must create a new bond, choosing new spells and cantrips appropriate to your new ward.
Additionally, when you use your Action to cast a cantrip, you can make one weapon attack as a Bonus Action.
Loyal Partners
At 11th level your bond is now so strong that attempts to sway your minds will be pleasantly surprised. You and your ward have advantage on Intelligence, Wisdom and Charisma saving throws versus spells and spell like effects. Additionally when you are within 30 feet of each other and one of you fails an Intelligence, Wisdom and Charisma saving throw, the other can use their Reaction to add their ability modifier to the roll.
Perfect Sync
At 15th level your bond with your ward is so strong you can communicate without exchanging words. While you and your ward are within 60 feet of each other you can communicate telepathically. Additionally, you and your ward also gain one additional reaction per turn, your extra reaction can only be used for your Guardian Instinct feature. Whenever you make a weapon attack your ward can use their additional reaction to make a spell attack, if there is a hostile within 10 feet of you the attack must be made against that creature. They can only use their extra reaction in this manner.
You and your ward cannot use the Perfect Sync reaction in response to the other's reaction (example: Your ward casts Firebolt on their turn, you use your Guardian Instinct/Perfect Sync reaction to make a weapon attack, your ward cannot follow up your reaction with their Perfect Sync reaction in response to that attack.)
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