Fighter
Base Class: Fighter

The lot of the Arcane Warden is one of dedication and servitude. These warriors are sworn to hunt down those who wield the arcane arts to wicked ends. They are often regarded as witch hunters and the like, but their role is far more complex than that. They are not tasked with hunting abusers of magic, they are tasked with protecting the common from those who would tear their world asunder through their meddling with arcane forces. This order of knights is a small, but no less important order among the lands.

It is not well known, but these warriors are also sworn to protect honest and well meaning magic users, often providing them sanctuaries in which they can practice their craft in safety. These conclaves are referred to as the "Warden Magistrates". The men and women of this order are held to a strict moral code, enforced by wards of death and sealed curses placed upon them, as such, it is rare to find a treacherous or wicked warriors claiming to be of this order.

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 below for your Warden spells.

Cantrips

You learn three cantrips of your choice from the Warden spell list. You learn an additional Warden cantrip of your choice at 10th level.

Spell Slots

The Arcane Warden Spellcasting table shows how many spell slots you have to cast your Warden 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 Warden spells of your choice.

The Spells Known column of the Arcane Warden Spellcasting table shows when you learn more Warden 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.

Whenever you gain a level in this class, you can replace one of the Warden spells you know with another spell of your choice from the Warden spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warden spells, since you learn your spells through dedication, memorization and study of a god's lore. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Warden spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Warden Spells

   Cantrips: blade ward, chill touch, dancing lights, eldritch blast, fire bolt, minor illusion, prestidigitation, ray of frost, resistance, shocking grasp, true strike

   1st: armor of agathys, arms of hadar, bane, burning hands, charm person, command, comprehend languages, detect magic, entangle, false life, feather fall, find familiar, hex, inflict wounds, jump, protection from evil and good, shield, witch bolt

   2nd: alter self, blindness/deafness, blur, cloud of daggers, crown of madness, darkness, detect thoughts, find steed, knock, arcanist's magic aura, magic weapon, mirror image, misty step, pass without trace, phantasmal force, scorching ray, see invisibility, suggestion, zone of truth

   3rd: animate dead, bestow curse, blink, counterspell, dispel magic, fear, fly, fireball, glyph of warding, hunger of hadar, lightning bolt, tiny hut, major image, magic circle, nondetection, slow, speak with dead, vampiric touch

   4th: arcane eye, banishment, blight, confusion, death ward, dimension door, black tentacles, locate creature, faithful hound, phantasmal killer, polymorph, stoneskin

Arcane Warden Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Aegis Arcane

Through invoking a divine blessing, as an action, you can conjure a set of arcane armor to protect you for eight hours. This armor takes on any appearance you choose, but always shimmers with a dim glow of arcane light. While wearing this arcane armor, your AC equals 10 + your Intelligence modifier + your Dexterity modifier. This armor has the added benefit of not imposing disadvantage on stealth checks.

Your weapon attacks also count as magical, for the purpose of overcoming resistance. 

Occult Optics

Beginning at 7th level, your studies have allowed you to percieve through a constant lense of the arcane, rooting out magical secrets and learning of arcane history. You maintain constant vision of the effects of the detect magic spell, and may use an action to switch between normal and arcane vision whenever required. 

In addition, you gain proficiency in the arcana. Alternatively, you may double the proficiency bonus with the arcana skill, should you already have proficiency in it. 

Diminished Impact

At 10th level, you have understood how to further utilise your Arcane Armour to absorb the brunt of a spell's impact. As a reaction, while your Arcane Armour remains active, you may reduce the damage from a spell by half, causing the remaining damage to be consumed by the armour. You can use this ability up to a number of times equal to your Intelligence modifier, and regain all uses on finishing a long rest. You may not activate this ability without the armour granted by Aegis Arcane. 

Guardian

At 15th level, your knowledge of defensive magic encapsulates your being and extends outward toward your friends. Everyone, including you, that you deem as an ally gains an increase to their saving throws against magical spells and effects equal to your intelligence modifier. 

Improved Ward Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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