Fighter
Base Class: Fighter

The Knights Order of Warders were an elite group of warriors that defended a kingdom on the borders of an expansionist Empire of Mages. 

In order to mitigate their shortage of magically gifted people, they needed some way to fight armies led by powerful casters. And so the Warders were created. The few mages the kingdom did have devised a series of rituals that could transform a warrior's body into a magical conduit. They could absorb the magic of spells targeted at them, and unleash that energy into attacks and their own limited magic. 

While the Warders were effective in battle, they weren't enough. The kingdom was destroyed and the secrets of the Warder's creation was lost. Some say there are still a few Warders out there today. 

Extra Proficiency

When you take this subclass at 3rd level, you gain proficiency with Arcana if you didn't already have it.

Spellcasting

At 3rd level, you gain some small ability to cast spells, though you do not get any cantrips.
The spells you learn may be from any school from the wizard spell list.
You can only learn spells that don't have a gold valued material component, and for you these spells do not have any verbal, somatic or material components.

Spell Slots per level

 Warder Level

Spell Slots per Spell level

  1st          2nd          3rd          4th    
 3rd 1              -             -              -   
 6th 2             1             -              -   
11th 3             2             1             -   
 15th 4             3             2             1   

 

Spell Slots
The Warder Spell slots table shows the maximum number of each type of spell slot you may have at each level.

Spells known of 1st level and Higher
When you take this archetype at 3rd level you learn one 1st level spell from the wizard spell list.
You learn an additional spell at 6th level, which can be of either the 1st or 2nd level, at 11th level the spell you choose may be up to 3rd level, and at level 15 it may be up to 4th level.

Each spell you know has it's own slot, When you use a spell, you cannot use it again until you regain that spell slot.

Whenever you gain a new level in this class, you may replace one of the spells you know with another of a level you have spell slots for, so long as you do not surpass the maximum number of available slots at that level.

Spell Slots gained by this feature that are expended can not be regained by resting. They can only be replenished with the use of Arcane Absorption.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Absorption

Beginning at 3rd level, you gain the ability to steal the energy of spells that damage you and use it to empower your own abilities.
When a spell or spell like ability does damage to you, you can use your reaction to reduce the damage to yourself by 1d10 + your Int mod.
This damage is then stored within you as arcane energy that you can retain for up to 3 rounds, as long as you maintain concentration on it.

Arcane Conversion

If the amount of damage stored is more than 10, as a bonus action you can expend all of the stored arcane energy to regain one spell slot. You can use this ability a number of times per day equal to your proficiency modifier.

Arcane Empowerment

While you have stored damage, you can apply the damage of the same amount and type as you absorbed to the next melee attack you make, expending it all.

Arcane Insights

Starting at 7th level, while you are retaining the energy of spell, as an action you can roll an Arcana Check with a DC of 10 + the level of the spell you absorbed.

If you succeed, you learn one of the following about the caster who cast it
-Caster class
-Caster level
-You can know a number of spells equal to your Int mod, with a minimum of 1, on their spell list, DM decides which
-The Score of their Spellcasting Ability

Efficient Arcane Absorption

At 10th level, you can absorb 2d10 + your Int mod.
And at 18th level, you can absorb 3d10 + your Int mod + your proficiency bonus.

Arcane Reflection

Starting at 15th level, when you are targeted with a spell or are inside of the area of a spell's effect, as a reaction, you can reflect the spell at the caster.
The spell is cast back at the same level it was originally cast at, if the spell includes a save, it uses your spell save DC, and if it includes an attack it uses your Spell attack bonus.

Reflecting the spell prevents it from having it's originally intended effect.

You do not require verbal, somatic, or material components to cast the spell.

You can use this ability once, before it needs be replenished on a short or long rest.

Efficient Arcane Absorption

At 18th level, you can absorb 3d10 + your Int mod + your proficiency bonus.

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