Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (Mage Armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +5
Skills Athletics +3, Perception +3
Senses Passive Perception 12
Languages Common, any one other language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Formation. As long as two or more other creatures with Formation are within 5 feet of the soldier, the soldier has advantage on saving throws made to maintain concentration, and it has access to its Arcane Shielding.

Spellcasting. The soldier is a 3rd-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The soldier has the following wizard spells prepared:

Cantrips (at will): fire bolt, lightning lure, shocking grasp

1st Level (4 slots): color spray, mage armor*, magic missile, silent image

2nd Level (2 slots): scorching ray, web

*The soldier casts this spell on itself before combat begins.

Actions

Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn. This attack has advantage if the target is wearing metal armor.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Reactions

Arcane Shielding (Formation Only). In response to the soldier or a creature with Formation within 30 feet of the soldier being hit with an attack, the soldier expends a spell slot from its Spellcasting feature. The creature gains a +2 bonus to its AC, possibly turning a hit into a miss.

Description

Across the lands, there exist divisions of soldiers with expert specialization in their field whose coordination with each other grants them peerless effectiveness on the battlefield. These are referred to as the sworn, a short moniker for those who are "sworn to the craft". Sworn might serve any nation or any creed, but they always fight in unison and fall into formation when battle begins.

The spell sworn are the least common variant of sworn, characterized by their capability with arcane magic. Due to the cumbersome nature of armor, they bear only a spell of arcane protection to leave themselves free to cast spells. Spell sworn magic serves to injure, yes, but its main utility is to bind, move, and confound their foes from within the secure center of a formation, where they can easily concentrate and protect their allies with arcane shields.

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2025 4:15:01 AM
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Monster Tags: NPC

Habitat: Urban

MilestoGo_24

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