Base Class: Fighter
๐ก๏ธ Fighter Subclass: Arcane Guardian (Finalized Revision)
Arcane Guardians are warriors infused with innate arcane energy. Unlike traditional spellcasters, their magic is woven into their combat instincts, allowing them to protect allies and strike with mystical precision. They blend martial prowess with sorcerous resilience, standing as bulwarks against darkness.
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๐ Arcane Guardian Spellcasting
Subclass Spells
Fighter Level Spells Known
3rd Healing Word
5th Bless
9th Aid
13th Revivify
17th Mass Healing Word
These spells are always prepared and do not count against your known spells.
Spell Slots
You use the Eldritch Knight spell slot progression:
Fighter Level 1st 2nd 3rd 4th
3rd 2 โ โ โ
4thโ6th 3 โ โ โ
7thโ9th 4 2 โ โ
10thโ12th 4 3 โ โ
13thโ15th 4 3 2 โ
16thโ18th 4 3 3 โ
19thโ20th 4 3 3 1
You regain all expended spell slots when you finish a long rest.
Cantrips
You learn cantrips as per the Eldritch Knight:
Fighter Level Cantrips Known
3rd 2
10th 3
20th 4
Choose from the Sorcerer spell list. Charisma is your spellcasting ability.
Spellcasting Ability
โข Spellcasting Ability: Charisma
โข Spell Save DC = 8 + proficiency bonus + Charisma modifier
โข Spell Attack Modifier = proficiency bonus + Charisma modifier
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๐ก๏ธ Arcane Protection (3rd Level)
As a reaction, when a creature within 30 feet takes damage, you can halve the damage and grant them temporary hit points equal to your Fighter level + your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a long rest.
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๐ฎ Sorcery Adept (7th Level)
You gain Sorcery Points equal to half your Fighter level (rounded down). You also choose 2 Metamagic options from the Sorcerer class.
You gain 1 additional Sorcery Point at levels 10, 15, and 18.
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๐ง Battle Trance (10th Level)
When you fail a Constitution saving throw to maintain concentration on a spell, you can reroll the saving throw. You must use the new roll.
Uses: Once per short or long rest.
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๐ Font of Magic (15th Level)
You can convert Sorcery Points into spell slots and vice versa, using the Sorcererโs Font of Magic rules.
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โ๏ธ War Magic (18th Level)
When you cast a spell or cantrip as your action, you can make one weapon attack as a bonus action
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level. And a final sorcerer cantrip of your choice at 20th level
Spell Slots
The Arcane Guardian Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellโs level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Arcane Guardian Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless youโre replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Arcane Guardian Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
โ Spell Slots per Spell Level โ |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
โ |
โ |
โ |
|
4th |
2 |
4 |
3 |
โ |
โ |
โ |
|
5th |
2 |
4 |
3 |
โ |
โ |
โ |
|
6th |
2 |
4 |
3 |
โ |
โ |
โ |
|
7th |
2 |
5 |
4 |
2 |
โ |
โ |
|
8th |
2 |
6 |
4 |
2 |
โ |
โ |
|
9th |
2 |
6 |
4 |
2 |
โ |
โ |
|
10th |
3 |
7 |
4 |
3 |
โ |
โ |
|
11th |
3 |
8 |
4 |
3 |
โ |
โ |
|
12th |
3 |
8 |
4 |
3 |
โ |
โ |
|
13th |
3 |
9 |
4 |
3 |
2 |
โ |
|
14th |
3 |
10 |
4 |
3 |
2 |
โ |
|
15th |
3 |
10 |
4 |
3 |
2 |
โ |
|
16th |
3 |
11 |
4 |
3 |
3 |
โ |
|
17th |
3 |
11 |
4 |
3 |
3 |
โ |
|
18th |
3 |
11 |
4 |
3 |
3 |
โ |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Subclass Spells
Subclass Spells
Fighter Level Spells Known
3rd Healing Word
5th Bless
9th Aid
13th Revivify
17th Mass Healing Word
Arcane Protection
As a reaction, when a creature within 30 feet takes damage, you can halve the damage and grant them temporary hit points equal to your Fighter level + your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a long rest.
Sorcery Adept
You gain Sorcery Points equal to half your Fighter level (rounded down). You also choose 2 Metamagic options from the Sorcerer class.
You gain 1 additional Sorcery Point at levels 10, 15, and 18.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
- Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
- When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
- Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
- You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
- Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
- Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
- Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell
- Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
- You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking Spell
- Seeking Spell. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Subtle Spell
- Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell.
- Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
- Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Battle Trance
When you fail a Constitution saving throw to maintain concentration on a spell, you can reroll the saving throw. You must use the new roll.
Uses: Charisma per short or long rest.
Font of Magic
You can convert Sorcery Points into spell slots and vice versa, using the Sorcererโs Font of Magic rules.
- Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
| Creating Spell Slots | |
|---|---|
| Spell Slot Level | Sorcery Point Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Previous Versions
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8/16/2025 9:57:50 PM
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