Arcane Tracker. The Arcane Guard are given an Orb that tracks unregistered use of magic, the orb points to the location of where an unauthorised spell was cast
Spellcasting. The Arcane Guard is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Arcane Guard has the following wizard spells prepared:
Cantrips (at will): Mage hand, Ray of Frost,
1st level (2 slots): Alarm, Find Familiar, Identify, Witch Bolt
Magic Short-sword. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 8 (1d6 + 5) magical piercing damage.
Unyielding. When an Arcane Guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Description
The Arcane Guard Consists of 3 different divisions, Inquisitors, Enforcers, Archers.
The Arcane Inquisitors are a group of highly trained city guards who are deployed in the event of Magical disturbances. They use their skills to locate and track down individuals who use magic to partake in legal activity.
They tend to be positioned in major towns/cities and on city gates in an attempt to catch those individuals on their ways out of the city, or to identify wagons with illusions to hide illegal goods, infantry.
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Posted Jan 13, 2024I meant To Put Illegal activity in the Description, didn't notice it on my spell check. But hopefully You get the idea.
I Wasn't sure what challenge rating this guard should have been so don't rely on the CR3 being accurate, this was my first homebrew creation so any feedback would be greatly appreciated
I will most likely be making the Enforcers and Archers later down the road but wanted to see what people thought and any advice on how to adapt and change it before I made the others