Base Class: Artificer
A Warder is an expert in create barriers of magical power that they can aid their allies with. These artificers create shields which move on command and shift around the battlefield towards friends in need. These masters of their craft use spells that boost their own armor, along with ones that boost others.
Tool Proficiency
3rd-level Warder feature
You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Warder Spells
3rd-level Warder feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Warder Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Warder Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Warding Shields
3rd-level Warder feature
As a bonus action on your turn, you may activate your Warding Shields. Choose a creature within 30 feet of yourself, who has a clear path to you. That creature gains a +2 bonus to their armor class. Once you activate this feature, it is active for 1 minute, during which you may use a bonus action on subsequent turns to move the Warding Shields to another creature within 30 feet of your current target. After the minute has passed, your shields deactivate and return to you.
As you gain levels in this class, your Warding Shields get stronger, becoming +3 to AC at 9th level, and then +4 to AC at 15th level.
You may activate your Warding Shields a number of times equal to your proficiency bonus, before needing to take a long rest to activate it again.
Protective Magic
5th-level Warder feature
When you cast a spell with concentration, you may choose to grant additional armor class to yourself or a target of the spell. The creature you choose gains a bonus to armor class equal to the spells level (cantrips are 0), but you gain disadvantage on concentration checks made to maintain it. The bonus disappears when the spell ends.
Defense Bubble
9th-level Warder feature
As an action, you can create a defensive bubble. Pick a point within 60 feet that you can see. Creatures of your choice within 10 feet of that point cannot be critically hit. Rolling a 20 on the die against a chosen creature in this radius does not double damage or automatically hit. Additionally, if a chosen creature in this radius is subjected to a saving throw, they can add your intelligence modifier to the roll.
Once you create this bubble, you cannot create it again until you finish a short or long rest.
Barrier Mastery
15th-level Warder feature
You gain a pool of d10 barrier dice equal to double your Proficiency bonus. When you roll initiative and at the start of each of your turns, you gain a number of dice equal to half your proficiency bonus (if your proficiency is an odd number, round down but gain an additional die every second time you gain dice), and when combat ends or you are incapacitated the pool resets.
As an action, you may spend any number of dice from your pool and grant an ally creature temporary hit points. Roll your spent dice, and grant your chosen target that amount of temporary hit points. Once a target has received temporary hit points from this feature, they may not receive more from this effect until they take a short or long rest.
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