The arcane guardians are a special order of rangers who use arcane powers along with the divine gifts granted to them, in order to combat their foes and protect the wild lands. Some are solemn warriors who protect orders of mages or dangerous artefacts, while others are vengeful hunters who seek to conquer.
Arcane Guardian Archetype Taking on the archetype of the Arcane Guardian means gaining special arcane powers, serving as a bulwark between the world of witches and monsters, and civilization. As you walk the path of the Arcane Guardian, you gain powers to imbue your strikes with arcane energy and even to foul an enemy's spells entirely. Arcane Strikes From 3rd level, you can augment your weapon strikes with magical energy. When you hit a creature with a weapon attack, you can expend one ranger spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage can be acid, cold, electricity, or fire, chosen each time you activate this power. Arcane Guardian Spells You gain access to additional magical secrets when you reach certain levels in this class, as listed below. Eash spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. 3rd level: Compelled duel, Searing smite 5th level: Magic weapon, Mirror image 9th level: Counterspell, Magic circle 13th level: Banishment, Dimension door 17th level: Circle of power, Hold monster Arcane Familiarity From 7th level, your familiarity with arcane magic guards your mind against enchantments. As a result, whenever you make a saving throw against becoming charmed or frightened, you have advantage on the save. In addition, any time you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Thwart Spell From 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest. Turn Spell From 15th level, you can attempt to 'catch' a spell cast at you and turn it back on its caster. When a creature you can see casts a spell or magical effect cast within 120 feet of you which targets you, you can use your reaction to try to turn the spell back at the target. The creature must succeed on a Wisdom saving throw against your spell save DC. On a success, the spell continues as normal. If the save fails, you are treated as if you had cast the spell, and you may choose a new target within range. Some Arcane Guardians choose to stand in defense of the truly terible, blending arcane and martial skill to become dangerous and capable mercenaries or devoted servants. ARCANE GUARDIAN Medium humanoid (any race), any alignment Armour Class 18 (half plate) Hit Points 72 (11d8+22) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 11 (+0); Wis 12 (+1); Cha 9 (-1) Saving throws Strength +5, Dexterity +5 Skills Arcana +3, Perception +4, Stealth +5 (disadvantage due to armour) Senses passive Perception 14 Languages any two languages Challenge 7 (2,900 XP) Arcane Strikes. When the arcane guardian hits a creature with a weapon attack, it can expend one ranger spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage can be acid, cold, electricity, or fire, chosen each time you activate this power. Arcane Familiarity. The arcane guardian has advantage on any saving throws to avoid being charmed or frightened. Spellcasting. The arcane guardian is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The arcane guardian has the following spells prepared:; 1st level (4 slots): Compelled duel, Hunter's mark, Searing smite 2nd level (3 slots): Magic weapon (already cast before the encounter), Mirror image 3rd level (3 slots): Counterspell, Protection from energy Actions Multiattack. The arcane guardian can make three Longsword attacks. Longsword. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) if used two-handed. Heavy Crossbow. Ranged weapon attack: +5 to hit, range 100/400ft., one target. Hit: 7 (1d10+2) piercing damage. Also posted on Game Masters Stash on 3 February 2021. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|