Spell Guardian (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Spell Guardian Sub Class of Fighter[edit]

Table: Spellblade[edit]
Level Arcane Guard Cantrips Known Spells Known Spell Slots Slot Level
1 - 2 - - -
2 - 3 - - -
3 1d4 3 3 2 2nd
4 1d4 3 3 2 2nd
5 1d6 3 4 3 3rd
6 1d6 3 4 3 3rd
7 1d6 3 5 3 3rd
8 1d6 3 6 3 3rd
9 1d8 3 7 3 3rd
10 1d8 4 8 3 4th
11 1d8 4 9 3 4th
12 1d8 4 10 3 4th
13 1d8 4 10 3 4th
14 1d8 4 11 4 4th
15 1d10 4 11 5 4th
16 1d10 5 12 5 4th
17 1d10 5 13 5 4th
18 1d10 5 14 5 5th
19 1d10 5 15 5 5th
20 2d6 5 15 5 5th
Spellcasting

Starting at 3rd Level you may Cast Spells.

  • Cantrips. At 3rd level you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels as shown in the Cantrips Known column on the Spellblade table above.
  • Spell Slots. The Spellblade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of the spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short rest or long rest.
  • Learning Spells of 1st level and Higher. Each time you gain a spellblade level you can learn additional spells of your choice from the sorcerer spell list, as shown on the Spells Known column of the Spellblade table above. Each of these spells must be of a level for which you have spell slots, as shown on the spellblade level.
  • Spellcasting Ability. Charisma is your spellcasting ability for your spellblade spells, as your hours of dedication to martial magic has allowed you to learn the movements in using your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellblade spell you cast and when making an attack roll with one.
  • Spellcasting Focus. You can use your Sword or Shield to cast your spells.
Arcane Guard

You've trained to enhance your weapon and shield with magical energy. Starting at 3rd level When you take a long rest you can choose to use an hour to perform a ritual upon one weapon and one shield and imbue it with an element of your choosing acid, cold, fire, or lightning. Whenever you hit with a weapon attack using that weapon you deal an extra 1d4 of damage of the chosen element. The amount of this damage increases as you gain levels in this class, as shown in the Arcane Guard column of the Spell Guardian table. This weapon and shield is bound to you and when you will it goes to a pocket dimension. You can pull these weapons and shields from this pocket dimension as a action. You can bind up to 3 weapons/shields in this way.

Arcane Guard enhances your shield based on the element it is imbued with:

  • Acid - Shield slamming a target causes 1d4 acid damage on hit
  • Cold - can extend ice out from the sides of your shield to increase its size.
  • Fire - Fires a breath of dragon fire in a 15 ft cone in front of you for 1d6 fire damage.
  • Lightning - Your shield can be controlled with magnetism to call it back to you or bounce it off objects.
  • Thunder - Release a sound wave out of you shield deafening all targets within 15ft unless they succeed a constitution saving throw.
Arcane Discharge

At 7th level a Spell guardian may expend a spell slot to add 2d8 additional damage of their weapon's element with their shield when they hit with a weapon enchanted with Arcane Guard.

Elemental Adept

At 10th level you deal full damage whenever you damage a creature who has resistance to an element if it is the element that you have a weapon imbued with using your Arcane Guard class feature.

Arcane Versatility

At 15th level, with all the arcane energy you are able to channel you have learned to change the element of your Arcane Guard even more. You may now change your damage type to Necrotic or Radiant and your shield will gain the following abilities:

  • Necrotic - bashing a undead with your shield has a chance to take control of the undead creature hit.(chance of success is decided by the DM)
  • Radiant - Release a beam from your shield in a straight line 40ft forward for 1d8 radiant damage.
Arcane Haste

At 18th Level a Spell Guardian can attack with their shield as a bonus action.

Arcane Guard Master

At 20th level, the damage of the Arcane blade class feature increases from 1d10 to 2d6 elemental damage And the shield effect range is increased by 5ft.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: