Fighter
Base Class: Fighter

Spell Wardens approach combat unlike any other. Some use magic, some use martial ability, but warriors rarely combine the two. This is where the Spell Warden excels. Spell Wardens imbue their sacred weapons with devastating arcane power to gain the edge in close combat. Where other magic users would need distance to make the most of their abilities, Spell Wardens suffer no such issue, preferring to use their magic as close as possible to their opponents, often to devastating effects.

Spellcasting

When you reach 3rd level, you gain the ability to imbue your chosen bonded melee weapon with the magic of powerful spells.

Weapon Imbuement

As a Spell Warden, you gain access to a number of cantrips and spells, detailed below. Unlike other magic users, however, you do not cast these spells in the traditional sense. Instead, you may expend a bonus action, along with a spell slot corresponding to the chosen spell, to imbue that spell into one bonded melee weapon. If your chosen spell has a duration of instant, your weapon remains imbued until the start of your next turn. If your chosen spell has a duration longer than instant, your weapon remains imbued until the duration expires.

While imbued, whenever you strike a creature with the weapon, the imbued spell's effect is applied to the target of the attack in addition to your regular weapon damage as if the target of your attack were the target of the spell. For instance, if you imbue your longsword with Firebolt, upon successfully hitting a target, you would deal 1d8 + your strength modifier in slashing damage, and an additional 1d10 fire damage from the Firebolt cantrip. This applies to area of effect spells as well, potentially damaging the user.

In exchange for this ability, you are unable to cast spells in their traditional method.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Spell Warden Spellcasting table shows how many spell slots you have to cast your wizard 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 three 1st-level wizard spells of your choice, two of which you must choose from the evocation spells on the wizard spell list.

The Spells Known column of the Spell Warden Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

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. As a Spell Warden, however, you are unable to cast spells and cantrips outside of imbuing them into your weapon.

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

Spell Warden Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, the weapon is eligible for imbuing if it is a melee weapon. Additionally, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Honed Mind, Honed Blade

Beginning at 7th level, whenever you make a melee attack with a bonded weapon that is imbued, you add your intelligence modifier to the attack roll in addition to your strength or dexterity modifier and proficiency bonus.

Sanctic Reaper

At 10th level, you learn how to imbue your weapon with the power of multiple spells. Whenever you use your bonus action to imbue your bound melee weapon with a spell, you can expend a charge of this ability to select a second spell, imbuing your weapon with its power, along with the first. When you use this ability, the second spell that you choose must have a spell duration of instant.

Intellect Armor

At 15th level, you learn how to use your mind to enhance your physical armor, allowing you to add your intelligence modifier to your armor class. Additionally, while within 30 feet of the caster, you gain advantage on saving throws against wisdom, intelligence, and charisma saving throws.

Mystic Warden

Starting at 18th level, you gain access to the spell Power Word: Kill. This spell is always prepared and does not consume a spell slot when you imbue it into your weapon. You can use your chosen spell once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes