Base Class: Ranger
Arcane Warden's are rangers with an intense dislike or distrust of all things magical. This hatred them to channel their own magical abilities into disabling those of others.
Arcane Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Arcane Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Arcane Warden Spells
| Ranger Level | Spell |
|---|---|
| 3rd | detect magic |
| 5th | rope trick |
| 9th | dispel magic |
| 13th | arcane eye |
| 17th | arcane hand |
Arcane Enchantment
At 3rd level, you gain the ability to imbue your magic into a weapon. At the end of a long rest, you can touch one object that is a simple or martial weapon.
Until the end of your next long rest or until you die, the weapon becomes a magic item if it wasn’t already, granting a +1 bonus to damage rolls.
At 11th level you may enchant an additional item with this feature (2 total) and again at 15th level (3 total).
Arcane Imbuement
At 3rd level you learn to supplement your martial prowess with your own magics. As a bonus action, you may spend a spell slot causing your weapon attacks to deal an additional 1d8 force damage. This effect lasts for a number of successful attacks equal to 1 + the level of the expended spell slot, or until you use this bonus action again.
Magic Perception
By 7th level, you have begun to understand the innerworkings of casting magics and how to ward yourself from them. When you make a saving throw to resist a spell or magical effect, you may choose to give yourself advantage on the roll. You may do this after the roll, but before the DM says whether it was a success or a failure.
You may use this feature a number of times equal to your proficiency modifier and regain all uses after a long rest.
Anti-Magic Agent
Once per turn, when you hit a creature with an attack you may attempt to dispel a spell or magical effect on them. Any spell or magical feature of 2nd level or lower on the creature is dispelled.
For each spell of 3rd level or higher on the target, make a Wisdom check. The DC equals 10 + the spell's level. On a successful check the spell ends.
Magician's Bane
You have observed remarkable feats of magic and learned how to counter them before they even happen. You gain the ability to cast Counterspell without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.







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