Base Class: Sorcerer
The Warden of the Arcane channels ancient, protective magic, becoming a stalwart defender and resilient protector. Drawing on the power of an ancient bloodline, the Warden weaves defensive spells and martial might to safeguard allies and face the forces of darkness.
Level 3: Warden Spells
When you reach a Sorcerer level specified in the Warden Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Absorb Elements, Protection from Evil and Good, Heroism |
| 5 | Counterspell, Haste, Protection from Energy |
| 7 | Stoneskin, Wall of Force, Greater Invisibility |
| 9 | Globe of Invulnerability, Wall of Stone, Teleportation Circle |
Level 3: Arcane Resilience
At 3rd level, you gain the ability to enhance your defenses with magic. You learn the Shield spell, which doesn’t count against the number of Sorcerer spells you can prepare. Additionally, you can cast Mage Armor at will, without expending a spell slot. When you do so, the spell lasts for 8 hours and does not require concentration.
As a reaction, you can expend 1 Sorcery Point to reduce incoming damage from an attack by an amount equal to your Sorcerer level plus your Charisma modifier (minimum of 1). This damage reduction lasts until the end of the turn.
When you cast Shield, you gain temporary hit points equal to twice your Sorcerer level. These temporary hit points last for 1 minute.
You can also cast Shield by expending 1 Sorcery Point as a bonus action on your turn, without needing to use your reaction. This effect lasts until the start of your next turn, and still grants the usual AC bonus from the Shield spell.
Level 6: Warden Sorcery
When you cast any level 1+ spell from your Warden Spells feature, you can cast it by expending a spell slot as normal, or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and doesn’t require Material components unless they’re consumed by the spell or have a cost specified in it.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 6: Arcane Resilience Expert
At level 6, you gain more control over the shield spell. When you use your shield spell, you can manifest one extra effect by expending a sorcery point as part of casting the spell. You can only manifest one effect at a time.
- Rebuke: Repulse melee attacker 10 ft, strength save
- Revenge: Damage attacker equal to your charisma bonus. Even if Shield causes them to miss.
- Reinforce: In addition to casting shield on yourself, you also cast it on a willing creature within 5 feet.
Level 14: Arcane Resilience Mastery
At 14th level, you gain mastery over the Shield spell. When you use your shield spell, you can manifest one extra effect by expending a sorcery point as part of casting the spell. You can only manifest one effect at a time.
- Rebuke: Repulse melee attacker 10 ft, strength save, knocking them prone
- Revenge: Damage melee attacker equal to your proficiency plus charisma bonus in force damage, even if Shield causes them to miss.
- Reinforce: In addition to casting Shield on yourself, you also cast it on a willing creature within 15 feet of you.
Level 18: Guardian's Fury
At 18th level, your connection to protective magic allows you to deliver devastating strikes that both shield your allies and weaken your enemies. When you take the Attack action, you can expend 3 Sorcery Points to imbue your melee weapon attacks with arcane energy until the end of your turn. You may only manifest one effect at a time.
- Enhanced Strike: Each melee weapon attack you make deals an additional 2d8 force damage.
- Area Protection: When you hit a creature with a melee attack, you can grant temporary hit points equal to your Charisma modifier + your Sorcerer level to one creature of your choice within 30 feet of you.
- Debilitating Blow: If you hit the same creature twice during your turn, it must succeed on a Constitution saving throw against your Sorcerer spell save DC or be restrained until the end of your next turn.
You can use this feature once per short or long rest.
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