Base Class: Fighter
Some Adventurers fight along side elemental beings of fire. Some force those beings to bend to their will using magic. There are times when the very forces of nature and magic conspire to bring a humanoid, and an elemental being of fire, together to form one more powerful being. A Guardian of Nature blessed with cleansing fire.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Guardian of Night Spellcasting table shows how many spell slots you have to cast your druid 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.
Spells Known of 1st-Level and Higher
You know all available druid spells, depending on your level. You must select which spells to prepare each dawn
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through intuition and your bond with nature and the being you joined with. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Guardian of Cleansing Fire Spellcasting
|
Fighter Level |
Cantrips Known |
— Spell Slots per Spell Level — |
|||
|
1st |
2nd |
3rd |
4th |
||
|
3rd |
2 |
2 |
— |
— |
— |
|
4th |
2 |
3 |
— |
— |
— |
|
5th |
2 |
3 |
— |
— |
— |
|
6th |
2 |
3 |
— |
— |
— |
|
7th |
2 |
4 |
2 |
— |
— |
|
8th |
2 |
4 |
2 |
— |
— |
|
9th |
2 |
4 |
2 |
— |
— |
|
10th |
3 |
4 |
3 |
— |
— |
|
11th |
3 |
4 |
3 |
— |
— |
|
12th |
3 |
4 |
3 |
— |
— |
|
13th |
3 |
4 |
3 |
2 |
— |
|
14th |
3 |
4 |
3 |
2 |
— |
|
15th |
3 |
4 |
3 |
2 |
— |
|
16th |
3 |
4 |
3 |
3 |
— |
|
17th |
3 |
4 |
3 |
3 |
— |
|
18th |
3 |
4 |
3 |
3 |
— |
|
19th |
3 |
4 |
3 |
3 |
1 |
|
20th |
3 |
4 |
3 |
3 |
1 |
Guardian of Cleansing Fire Bonus Spell List
|
FIGHTER LEVEL |
SPELLS |
|
3rd |
Burning Hands, Shield |
|
7th |
Misty Step, Scorching Ray |
|
13th |
Fireball, Speak with Plants |
|
19th |
Freedom of Movement, Wall of Fire |
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell attack modifier = your proficiency bonus + your wisdom modifier
Elemental Bond
At 3rd level, your bond with the elemental being of fire, who is a part of you, grants you resistance to fire damage.
In addition, your bond with nature allows you to wield your weapons with instinct instead of brute strength or supple dexterity. When wielding a weapon you may use your wisdom, instead of your strength, or your dexterity (whichever is applicable), when making your melee attack and calculating damage with that weapon.
Bonus Spells
Guardian of Cleansing Fire Bonus Spell List
FIGHTER LEVEL-SPELLS
3rd-Burning Hands, Shield
7th-Misty Step, Scorching Ray
13th-Fireball, Speak with Plants
19th-Freedom of Movement, Wall of Fire
Nature's Wrath
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Nature's Vengeance
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Nature's Path
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved Nature's Wrath
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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