Base Class: Ranger
Witchguards are the sworn defenders of the witches of the wilds, protectors of hags, and maidens alike. Although witches are often immensely powerful in their craft, even they cannot defend against every attack. Each witchguard forms a mystical bond with a single witch, severable only in death, and in return gains a measure of its magical power. Despite the name, a witchguard can bond with and protect many kinds of spellcaster, not just a witch. Such guardians are sometimes known as "warders."
Witchery
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witchery Spells table. This spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.
Witchguard's Bond
At 3rd level, you are sworn to protect your witch with your own life. Choose a willing humanoid as your ward. A ward must have the Spellcasting or Pact Magic feature. If your ward is killed, you cannot cast your Witchery spells until your ward is revived or you choose a new ward, which you can do by means of an eight-hour bonding ritual.
If you and your ward are on the same plane of existence and your ward is not dead, you sense your ward through the bond. You are always aware of the current hit points of and any conditions affecting your ward. As an action, you can know the relative direction and general distance of your ward from you. Your ward can sense your hit points, conditions, and location through the bond, in the same manner as you do.
Warder Training
At 3rd level, you are trained to protect and eliminate threats to your witch, with the following benefits:
- You gain proficiency with heavy armor, and you ignore disadvantage on (Dexterity) Stealth checks imposed by both light and medium armor.
- When a creature within 5 feet of you attacks your ward, it makes the attack roll with disadvantage.
You may also choose one of the following options when you gain this ability:
Attack of the Warder
If you are within 15 feet of your ward when it uses its action to cast a spell of 1st level or higher, you can use your reaction to make a melee attack. This range increases to 30 feet at level 11 and 60 feet at level 15.
Protection of the Guard
- If your ward is the target of an attack, you can use your reaction to move up to half of your speed towards your ward without provoking opportunity attacks. If you end your movement within 5 feet of your ward, and your ward is willing; you may choose to exchange positions with your ward, and you then become the target of the attack instead.
Patron's Gift
At 7th level, the bond grants you a measure of your ward's magical power. You learn two cantrips of your choice from
the wizard spell list, which count as ranger spells for you.
At 7th level, choose one spell from your ward's class spell list and add it to your spells known. If your ward has more than one spellcasting class, choose from one list of your ward's highest class level. This spell must be of a level you can cast and counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.
If your ward is alive, you can exchange this spell for another spell from your ward's spell list at the end of a long rest. The new spell must also be of a level you can cast.
War Magic
Beginning at 11th level, you've mastered the art of offense and defense through your warder training and gain the following benefits:
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Warder's Mastery
At 15th level you gain one of the following:
Spellshield Bond
The spiritual bond you share protects the pair of you against hostile spellcraft. When you make a Charisma, Intelligence, or Wisdom saving throw, you can choose to use your ward's saving throw bonus instead of your own. In addition, when your ward makes a Charisma, Intelligence, or Wisdom saving throw, it can choose to use your bonus instead of its own.
You must be within 60 feet of your ward to gain or grant this benefit.
Warder's Fury
When you use your reaction to attack in response to your ward casting a spell, you can instead use a cantrip with a casting time of one action. Also, whenever you use your reaction to protect your ward, you gain resistance to the all damage of the triggering attack.
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