Ranger
Base Class: Ranger

Witch Guards are the sworn defenders of mages, usually wizards, sorcerers and druids, although they are also found alongside warlocks and clerics. Even though these magic users are immensely powerful in their craft, not even they can defend themselves against all the dangers they may encounter, and so, rangers of this conclave form a mystical bond with them. A bond that is only severable in death and consists of protection and assistance, one that grants the Witch Guard a measure of magical power drawn directly from the mage they defend.

Witch Guard Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Guard Spells table. This spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. 

Witch Guard Spells

Ranger Level Spell
3rd sanctuary
5th warding bond
9th dispel magic
13th death ward
17th dispel evil and good

Warding Bond

At 3rd level, you are sworn to protect your mage with your own life. When you gain this feature, choose a willing humanoid as your ward. A ward must have the Spellcasting or Pact Magic feature. If your ward is killed, you cannot cast your Witch Guard spells until your ward is revived or you choose a new ward, which you can do by means of an eight-hour bonding ritual.

If you and your ward are on the same plane of existence and your ward is not dead, you sense your ward through the bond. You are always aware of the current hit points of and any conditions affecting your ward. You can speak telepathically to them, provided they are within a number of feet equal to 10 times your ranger level, and as an action, you can know the relative direction and general distance of your ward from you.

Your ward can sense your hit points, conditions, and location through the bond, and can speak telepathically to you, in the same manner as you do. 

Witchery Strikes

Also at 3rd level, as long as your Warding Bond is active, you can augment your weapon strikes with raw magic, drawn from your ward's power. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Ward's Gift

At 7th level, the bond grants you a measure of your ward's magical power. Choose from the options below your ward's class.

Bard

You learn two cantrips of your choice from the bard spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the bard spell list and add it to your spells known, and choose one 2nd level spell from the bard spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Cleric

You learn two cantrips of your choice from the cleric spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the cleric spell list and add it to your spells known, and choose one 2nd level spell from the cleric spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Druid

You learn two cantrips of your choice from the druid spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the druid spell list and add it to your spells known, and choose one 2nd level spell from the druid spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Sorcerer

You learn two cantrips of your choice from the sorcerer spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the sorcerer spell list and add it to your spells known, and choose one 2nd level spell from the sorcerer spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Warlock

You learn two cantrips of your choice from the warlock spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the warlock spell list and add it to your spells known, and choose one 2nd level spell from the warlock spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Wizard

You learn two cantrips of your choice from the wizard spell list, which count as ranger spells for you. Additionally, choose one 1st level spell from the wizard spell list and add it to your spells known, and choose one 2nd level spell from the wizard spell list: you may cast that spell once without expending a spell slot and without material components, gaining the ability to do so again when you finish a long rest.

Mystical Barrier

Starting at 11th level, the bond between you and your ward acts as a barrier for you both in battle. Whenever you start your turn within 30 feet of your ward, both your ward and you gain temporary hit points equal to half your ranger level + your wisdom modifier.

Ultimate Protector

At 15th level, the magical bond between you and your ward is at its most powerful. Whenever you are within 60 feet of your ward, you have resistance to bludgeoning, piercing and slashing damage. 

In addition, whenever your ward were to take damage, as long as you are within 30 feet of them, you may use your reaction to magically switch places with them. Your ward magically teleports to the space you occupied when you activated this feature, and you teleport and occupy your ward's space, taking the damage it would have taken.

You may use this special reaction once, and gain the ability to do so again when you finish a short or long rest.

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