Arcane Warden (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Request for no further edits: I have had to make edits recently to undo an adjustment making this into a half progression spellcasting class. I personally see this archetype as being quite powerful to begin with and needing no further assistance in its viability.

Fighter Martial Subclass: Arcane Warden[edit]

The lot of the Arcane Warden is one of dedication and servitude. These warriors are sworn to hunt down those who wield the arcane arts to wicked ends. They are often regarded as witch hunters and the like, but their role is far more complex than that. They are not tasked with hunting abusers of magic, they are tasked with protecting the common from those who would tear their world asunder through their meddling with arcane forces. This order of knights is a small, but no less important order among the lands.

It is not well known, but these warriors are also sworn to protect honest and well meaning magic users, often providing them sanctuaries in which they can practice their craft in safety. These conclaves are referred to as the "Warden Magistrates". The men and women of this order are held to a strict moral code, enforced by wards of death and sealed curses placed upon them, as such, it is rare to find a treacherous or wicked warriors claiming to be of this order.

Spellcasting
Arcane Warden Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Beginning at 3rd level, you gain the power to wield Eldritch Magic.

  • Cantrips. You learn three cantrips of your choice from the arcane warden spell list. You learn an additional arcane warden cantrip of your choice at 10th level.
  • Spell Slots. The Arcane Warden Spellcasting table shows how many spell slots you have to cast your 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.
For example, if you know the 1st-level spell armor of agathys and have a 1st-level and a 2nd-level spell slot available, you can cast armor of agathys using either slot.
  • Spells Known of 1st-Level and Higher. You know three 1st-level arcane warden spells of your choice.
The Spells Known column of the Arcane Warden Spellcasting table shows when you learn more warlock 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.
Whenever you gain a level in this class, you can replace one of the arcane warden spells you know with another spell of your choice from the arcane warden spell list. The new spell must be of a level for which you have spell slots.
  • Spellcasting Ability. Intelligence is your spellcasting ability for your arcane warden spells, since you cast your magic through arcane studies. 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 an arcane warden you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Seeker of the Arcane

Beginning at 3rd level, you weave arcane forces into your fighting style.

  • Arcane Shield You gain the ability to conjure an arcane set of armor as a bonus action. This armor takes on any appearance you choose, but always shimmers with a dim glow of arcane light. While wearing this arcane armor, your AC equals 10 + your Intelligence modifier + your Dexterity modifier. This armor has the added benefit of not imposing disadvantage on stealth checks.
  • Swiftblade You use guiding magics to lighten your blades. Any one handed weapon or weapon with the versatile trait is considered a finesse weapon when you wield it.
  • Mage-blade You do not require an empty hand to perform the somatic components of a spell or cantrip.
Arcane Journeyman

Beginning at 7th level, having honed your arcane arts, you gain the following features:

  • All nonmagical weapon attacks you make are considered magical and have the +1 property.
  • You are constantly under the effects of the detect magic spell.
  • You are considered proficient in two of the three following skills: Arcana, Investigation or Insight, and may double your proficiency bonus for any ability check pertaining to them.
Arcane Bulwark

Beginning at 10th level, you gain resistance to all damage from spells.

Magus Blade

Beginning at 15th level, your mastery over the arcane blossoms further, granting the following benefits:

  • Magister Knight Using your action to cast an arcane warden cantrip allows you to make a single weapon attack as a bonus action.
  • Magister Defender When a friendly creature within 10 feet of you fails a saving throw against a spell, you may use your reaction to allow that creature to re-roll that saving throw and take the higher roll. This feature excludes you.
Magister's Ascent

Beginning at 18th level, when using the Action Surge feature, you may cast a single 1st level arcane warden spell at its lowest level as a bonus action without expending a spell slot provided that spell's casting time is 1 action or 1 bonus action. Additionally, your nonmagical weapon attacks now have the +2 property.

Spell List[edit]

Cantrips: blade ward, chill touch, dancing lights, eldritch blast, fire bolt, minor illusion, prestidigitation, ray of frost, resistance, shocking grasp, true strike

1st: armor of agathys, arms of hadar, bane, burning hands, charm person, command, comprehend languages, detect magic, entangle, false life, feather fall, find familiar, hex, inflict wounds, jump, protection from evil and good, shield, witch bolt
2nd: alter self, blindness/deafness, blur, cloud of daggers, crown of madness, darkness, detect thoughts, find steed, knock, arcanist's magic aura, magic weapon, mirror image, misty step, pass without trace, phantasmal force, scorching ray, see invisibility, suggestion, zone of truth
3rd: animate dead, bestow curse, blink, counterspell, dispel magic, fear, fly, fireball, glyph of warding, hunger of hadar, lightning bolt, tiny hut, major image, magic circle, nondetection, slow, speak with dead, vampiric touch
4th: arcane eye, banishment, blight, confusion, death ward, dimension door, black tentacles, locate creature, faithful hound, phantasmal killer, polymorph, stoneskin

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: