Eldritch Guardian (5e Class)

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Eldritch Guardian[edit]

Loyal and dedicated, able to wield sword and magic with equal mastery, Eldritch Guardians are warriors dedicated to protect spellcasters using both their armors and arcane powers.

Wizard Bodyguards[edit]

The order of the Eldritch Guardians have been created centuries ago by a secretive society of wizards. Their objective were to create a knightly order, founded on the principles of chivalry: honor, loyalty and bravery, but dedicated not to the protection of a realm or a king, but to the protection of wizards of said society. They've chosen a group of young and promising candidates while young, and taught them specifically in the art of abjuration, and hired professional warriors to train them in combat, specially in techniques focused on protection.

As the years passed, the Order of Eldritch Guardians, who once were only part of the secret society, slowly gained prestige and autonomy, and became an independent order. As its own organization, they were still tied and subservient to the wizards society, but they were allowed to accept their own contracts as bodyguards of individuals, generally arcanists, as long as these contracts did not conflicted or pose any threat to the society itself, and always under the administration and guidance of a wizard.

And, for decades, this arrangement worked smoothly, until the schism.

The Schism and the New Orders[edit]

The first schism started with a shadowy arcanist conflict between Wizards of the society and an ex-member, who in secret formed his own cabal, stealing the knowledge of these wizards and launching an attack, using many of former members of the Eldritch Guardians order. The traitors created their own order, the order of the Witch Knights, and the survivors from the original order named themselves as Armored Scholars.

Other survivors scattered through the world, creating new orders. It is said, that a group of Eldritch Knights fled to an isolated and ancient forest, and found purpose in protecting the nature and the druids that guard the wild lands, giving origin to the order of Natural Wardens. Others have been offered sanctuary by a temple of a celestial god, and they turned their protective abilities to the service of this temple, becoming known as the Holy Defenders. Finally, some decided to specialize their magic powers in the control over the elements, merging the traditional training of the Armored Scholars, but focusing on a specific, raw aspect of the arcane magic, creating the Primordial Guardians.

These are the most known orders, but who knows how many different orders are out there, created by merging the original teachings with different styles of magic.

Creating an Eldritch Guardian[edit]

When creating your Eldritch Guardian, ask yourself the following questions: Why did you become an Eldritch Guardian? Did you have gone after the prestige of working as the honor guard of powerful magicians? Do you want the power they hold? Are you curious about magical knowledge, but don't want to neglect your physical abilities? Have you choose this path, or have you been chosen by it? Although some orders are chosen by its candidates, others only accept students at a very young age, were they can really hone their abilities and be doctrinated on the teachings of the order.

Quick Build

You can make an Eldritch Guardian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Sage background.

Class Features

As a eldritch guardian you gain the following class features.

Hit Points

Hit Dice: 1d10 per eldritch guardian level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per eldritch guardian level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Intimidation, Investigation and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The eldritch guardian

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Sense Danger, Arcane Ward
2nd +2 Fighting Style, Arcane Shield, Spellcasting 2
3rd +2 Guardian Orders 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Projected Ward 4 2
7th +3 Guardian Orders feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Guardian Orders feature 4 3 2
11th +4 Sphere Ward 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Shared Shield 4 3 3 1
15th +5 Guardian Orders feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Guardian Orders feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Endless Ward 4 3 3 3 2

Sense Danger[edit]

Starting at 1st level, your guardian senses are magically enhanced to help you to detect danger. Whenever you are surprised by a creature, you can spend one use of this feature to not be surprised instead.

Alternatively, when a creature makes an attack against you or an ally within 30 feet with advantage granted due to been unseen, you can use your reaction to cancel that advantage.

You can use this feature a number of times equal to your Intelligence modifier, and regain your uses after finishing a long rest.

Arcane Ward[edit]

Starting at 1st level, you can weave magic around yourself for protection. When you finish a long rest, you can spend 10 minutes to create a magical ward on yourself that lasts until you finish a long rest.

The ward has hit points equal to twice your eldritch guardian level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. You can also spend 10 minutes meditating to restore hit points to the ward equal to twice your highest level spell slot.

Once you create the ward, you can't create it again until you finish a long rest.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting[edit]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Eldritch Guardians table shows how many spell slots you have to cast your spells. To cast one of your eldritch guardian spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of eldritch guardian spells that are available for you to cast, choosing from the spells from the Abjuration school from the Wizard's Spell List. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your eldritch guardian level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level eldritch guardian, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell absorb elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of eldritch guardian spells requires time spent in study and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your eldritch guardian spells, since their power derives from the strength of your convictions. 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 a eldritch guardian spell 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

Spellcasting Focus

You can use a arcane focus as a spellcasting focus for your eldritch guardian spells.

Arcane Shield[edit]

Beginning at 2nd level, you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot level.

This feature will replenish your Arcane Ward as if you had cast a spell with a level equal to the spell slot spent.

Guardian Orders[edit]

Starting at 3rd level, you choose an Order to belong to, that defines your abilities and access to magic. Your choice grant you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Projected Ward[edit]

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Sphere Ward[edit]

By 11th level, when your arcane ward has at least 1 hit point, it creates a magical sphere around you that can defend you and your allies. The sphere covers a 10-foot radius around you, and grants the following benefits:

  • friendly creatures inside the sphere have half cover.
  • You can use a bonus action in each turn to generate a defensive pulse, that harm your enemies and protect your allies. Friendly creatures in the area gain 2d8 temporary hit points. Hostile creatures in the area must succeed on a Strength saving throw, or take 2d8 force damage, and are pushed 10 feet back.
  • When you use the projected ward feature, any hostile creatures within 10 feet of the protected creature must succeed on a Strength saving throw, or take 2d8 force damage, and are pushed 10 feet back.

Shared Shield[edit]

At 14th level, your Arcane Shield can be shared with your allies. When you use your Arcane Shield feature, you and up to two creatures of your choice within 60 feet of you gain temporary hit points equal to half your eldritch guardian level.

Endless Ward[edit]

When you reach the 20th level, you can create your ward whenever you roll initiative, instead of requiring you to complete a long rest.

In addition, if you start your turn and your ward has 0 hit points, it regains 1d10 hit points.

Guardian Orders[edit]

Order of the Armored Scholars[edit]

The armored scholars are considered the original Eldritch Guardian order. Founded right after the Schism, the survivors of the betrayal of the Witch Knights fled, gathering their tomes and scrolls, and escorting the survival wizards away from the society's keep, through a vast system of caves that led them to a secret fortress. The knowledge of this fortress weren't known not even by the mages of the society, being constructed in secret by a few inner circle of extremely loyal eldritch guardians through many decades, as a preparation for an attack.

There, they reorganized. The remaining wizards were no longer members of the society, but teachers of the order of armored scholars, guiding newcomers in the practice of the arcane. Armored Scholars are untrustworthy and secretive. They will often their true nature as guardians, often wandering through villages and isolated homlets looking for candidates as recruits.

The order has a few discrete but very wealthy nobles and magicians as patrons. These clients keep the orders alive, since guardians are extremely valued by their special abilities. Is not uncommon, however that armored scholars will work as mercenaries or adventurers, lending their services for money, either independently or via contract made with the order itself.

Arcanist

Starting at 3rd level, you gain proficiency in Arcana, and you learn how to speak, read and write in draconic.

In addition, you can also prepare abjuration and divination spells from the artificer and wizard schools.

Ward of Absorption

Starting at 3rd level, your ward can recover some of its spell potential. Whenever you cast a spell and you miss the attack, or the target resists the save, and whenever you succeed a saving throw against a spell, or a spell attack against you misses, your ward your Ward regains hit points equal to the spell slot level used on the casting.

In addition, if you use your Arcane Shield and the damage is lower than the damage reduction, your arcane ward regain points equal to that difference. For example, if you take 3 points of damage, and spend a 1st-level slot to reduce it by 5, your ward regain 2 points.

Resilient Shield

Also at 7th level, whenever you fail a saving throw or are hit by an attack, you can use your arcane ward feature to give yourself advantage on the save save or impose disadvantage to the attack, potentially turning a failure on a success and vice versa. If you take damage, your arcane shield will reduce the damage as normal.

In addition, you can use your Arcane Shield on another creature of your choice within 30 feet.

Focused Guardian

At 10th level, you gain additional benefits when concentrating on certain spells:

Abjurer Focus. When concentrating on an abjuration spell, you gain a bonus of +2 to your AC and saves.

Diviner Focus. When concentrating on a divination spell, you gain blindsight up to a range of 30 feet.

Defensive Prowess

At 15th level, you gain the ability to use magical reserves for your defensive abilities, without sacrificing your spellcasting potential. When you roll initiative, you gain a special single 5th level spell slot, which can only be used to fuel your Eldritch Guardian abilities that require it (but not to cast spells).

Dual Focus

Starting at 18th level, you can keep concentration on two spells at the same time, as long as the spells are from the abjuration or divination schools, and affect different targets. The spells can't be of the same level. If you fail a concentration check, you lose concentration on the spell with the highest level first.

Order of the Primordial Guardians[edit]

The order of primordial guardians is one of the few orders that are not born from the schism, having being formed before the great betrayal happened. Some scholars from the society decided to study a more raw aspect of arcane magic, dedicating themselves to the control of elemental energy. Thus, the guardians trained in magic by those magicians have the power to control the primordial power, infusing their wards in fire, ice and lightning.

Their keeps are often in locations touched by the planes, were the elements merge subtly with the material plane, allowing the neophytes to have an easier access to magic. Due to the influence of planes in the locations nearby primordial guardian keeps, is not uncommon to see genasi as members of this order.

Elementalist

Starting at 3rd level, you gain proficiency in Nature, and you learn how to speak, read and write in primordial.

In addition, you can also prepare abjuration and evocation spells from the druid and sorcerer schools.

Energy Ward

Starting at 3rd level, you can coat your body with the elemental energy. When you form your arcane ward, choose one of the following damage types: acid, cold, fire, lightning or thunder. Your ward is formed from that element. While your ward has at least 1 hit point, whenever a creature causes damage to the ward, that creature takes damage from the chosen type equal to the ward hit point before taking the damage.

In addition, once per turn, when you hit a creature with a melee weapon attack, your melee attacks cause additional 1d4 damage from the chosen type.

Whenever you restore hit points to your ward, you can replace the current damage type active.

Primordial Protection

At 7th level, whenever you conjure an energy ward, you gain resistance to the chosen damage type, that is applied before the damage is caused to the ward. A creature protected by your projected ward also gain the benefits of this resistance.

Elemental Ward

At 10th level, you can now not only use the energy types, but the power of the four elements themselves. Coating yourself with the elements give you the following benefits:

fire. You gain the benefits of the fire energy ward and become immune to fire and to the effects of extreme heat. In addition, any fire damage you deal ignore resistance and immunity to fire.

air. You gain the benefits of lightning and thunder energy wards. When causing damage, you must choose one of them.

earth. Your energy ward is considered to be non-magical slashing, piercing and bludgeoning. When causing damage, you must choose one of them.

water. You gain the benefits of acid and cold energy wards. When causing damage, you must choose one of them.

Elemental Sphere

At 15th level, whenever you create your sphere ward, it have different properties, depending on the element currently active on it.

fire. When you cause damage with the sphere ward, that damage is fire. In addition, any hostile creature that start its turn within 10 feet must succeed on a Constitution saving throw, or take fire damage equal to your Intelligence modifier.

air. When you cause damage with the sphere ward, that damage is lightning or thunder. In addition, any hostile creature that is damaged by the ward is pushed additional 10 feet back (to a total of 20 feet) and knocked prone. Also, the sphere concedes three-quarters cover against projectiles.

earth. When you cause damage with the sphere ward, that damage is bludgeoning, piercing or slashing. In addition, the area inside the ward is difficult terrain to hostile creatures in contact with the ground.

water. When you cause damage with the sphere ward, that damage is acid or cold. In addition, ...

Primordial Master

When you reach the 18th level, you reach true mastery over the primordial energy you control. When your ward has at least 1 hit point, you gain one of the following benefits, depending on the active damage type on your ward:

fire. Your movement speed, jump height and jump distance are doubled, and you can walk on walls as if they were solid ground, as long as you keep moving.

air. You gain a flying speed equal to your walking speed and can hover.

earth. You gain tremorsense up to a range of 60 feet and a burrowing and climb speed equal to your movement speed.

water. You gain a swimming speed equal to your walking speed and the ability to breathe water.

Order of the Natural Wardens[edit]

When the schism happened, some of the eldritch guardians manage to flee to the vast and dangerous forests nearby, domain of powerful and old magic, controlled and protected by druids. They asked for protection against their pursuers to the guardians of the wild, and the protection was granted, but not without a condition: the eldritch guardians should return the favor, protecting the sacred sites and creatures on the natural world. The pact was formed, and soon enough, a new order was born, with mages being formed by both wizards and druids, engaged in the training of powerful warriors, capable of wielding the power of nature merged with arcane power.

Naturalist

Starting at 3rd level, you gain proficiency in Nature, and you learn how to speak, read and write in druidic and sylvan.

In addition, you can also prepare abjuration and transmutation spells from the druid and ranger schools.

Nature's Protection

Also at 3rd level, whenever you use your Arcane Shield to reduce the damage of a melee weapon attack, you can force the target to make a Strength saving throw. On a failed save, the attacker is restrained by vines and roots that sprout and engulf him. The target remains restrained until it succeeds on a save to break free from the vines, or until it reduces the vines to 0 hit points. The vines have an AC equal to your spell save DC, and hit points equal to the amount of hit points reduced.

Verdant Ward

Starting at 3rd level, as long as you have 1 hit point on your ward, vines and roots constantly grow around your body. These vines give you the following characteristics:

  • Your movement speed is reduced by 10 feet.
  • You can make attacks with the vines. They are considered martial melee weapons, with the reach property, and cause 1d6 slashing damage on a hit.
  • On a hit with the vines, you can use your bonus action to start a grapple at that distance, as if you were using your own arm to do so.
  • At the start of each turn, you gain temporary hit points equal to half your Eldritch Guardian level.
Ensnaring Field

At 7th level, while you have at least 1 hit point on your ward, the ground beneath you start to sprout vines and roots that ensnare your enemies. Any hostile creature that start its turn within 10 feet of you has its movement speed reduced by 10 feet.

In addition, whenever you use your projected ward feature, all hostile creatures in a 10 foot radius of the protected creature have their movement speed reduced by 10 feet until the end of their next turn.

Bark Flesh

At 10th level, when you summon your ward, you can choose to create a layer of strong bark over your body. You gain resistance to bludgeoning and piercing and piercing damage, but vulnerability to fire as long as your ward has 1 hit point.

Primeval Grasp

Starting at 15th level, you get a special reaction, in addition to your normal reaction, that you can take once, being unable to take it again until the start of your next turn. You can use this special reaction only to force a creature that moves within your Ensnaring Field or start its turn there to make a Strength saving throw against your spell save DC. On a failed save, you can move the creature to any place of your choice inside your Ensnaring Field. This movement don't provoke opportunity attacks.

In addition, you can use your regular reaction to use this feature.

Crawling Vines

At 18th level, your Ensnaring Field range area increases to 30 feet.

Order of the Holy Defenders[edit]

Almost dead, a small group of Eldritch Guardians reached the gates of a temple devoted to a life god. They had nowhere to go, and in despair, they screamed and implored for help. That was the incident that led to the creation of the Holy Defenders, survivors from the Schism that were embraced by that temple. After their wounds were healed, their health restored and their dead mourned, the survivors, in gratitude to towards the clerics and the god that save their lives, decided to sworn loyalty to them, making an oath to protect the temple, the servants in the temple and to share their secrets with them.

That is how the Holy Defenders were born, warriors wounded and battered, that found new purpose in a life of devotion and faith. The Holy Defenders fiercely protect temples from invaders, escort clerics during missions and even fight for them against the temple's enemies, carrying out their crusade against the forces of evil.

Faithful

When you choose this order at 3rd level, you gain proficiency in Religion, and you learn how to speak, read and write in celestial.

In addition, you can also prepare abjuration and necromancy spells from the cleric and paladin schools.

Healing Surge

Starting at 3rd level, whenever you spend a spell slot or use your Arcane Shield feature to restore hit points to your ward, you also regain hit points equal to the amount of hit points the ward regain.

At 6th level, whenever you use your projected ward feature, the target of it regain hit points equal to the amount of hit points the ward had before taking the damage.

Radiant Shield

Also at 3rd level, whenever you use your Arcane Shield against damage caused to you by another creature within 60 feet, you can force that creature to make a Constitution saving throw, or take radiant damage equal to the amount of damage reduced. The creature is also surrounded by radiant light, causing the next attack made against it to have advantage.

Glowing Shield

At 7th level, while your arcane shield is active, you emanate a protective aura in a 10-foot radius. You and any allied creature within 5 feet of you gain temporary hit points equal to your Intelligence modifier (minimum +1). The temporary hit points last until the end of the creature's next turn.

Angelic Wings

At 10th level, while you are concentrating on a spell from the abjuration school, spectral angelic wings sprout from your back. You gain a flying speed equal to the amount of hit points currently on your ward.

Aura of Healing

At 15th level, when your arcane ward has at least 1 hit point, you have an aura of celestial energy surrounding you in a 10-foot radius. Any friendly creature with less than half hit points that start its turn inside the aura regains hit points equal to your Intelligence modifier.

A creature with 0 hit points don't regain hit points, but is stabilized.

Undying Heart

When you reach the 18th level, when you or another creature within 10 feet is reduced to 0 hit points, you can cause that creature to instantly regain hit points equal to half the target's hit point maximum.

If you use this feature in yourself, your ward is also restore to its maximum hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Order of the Witch Knights[edit]

Schemers, untrustworthy, traitors, those are some of the adjective attribute to the witch knights, these eldritch guardians have provoked the great Schism that ended with the destruction of the original Order of Eldritch Guardians. The first witch knight formed a cabal of dedicated followers, wanting freedom from the shackles of service that bound them to their wizard masters. To accomplish that, they have resorted to find knowledge outside that held by their masters, by learning how to use their own blood to channel power. They learned how to harvest this energy, and use said power to start a rebellion against their wizards masters.

Now, the order of the witch knights, independent and formed solely by Eldritch Guardians, is dedicated to further their own agenda: the growth of the order and independence from the magicians. They also often will hunt wizards and other magic users, since they are taught since young age to hate those who once used them as mere servants.

Occultist

When you choose this order at 3rd level, you gain proficiency in Arcana, and you learn how to speak, read and write in abyssal and infernal.

In addition, you can also prepare abjuration and conjuration spells from the sorcerer and warlock schools.

Blood Ward

Starting at 3rd level, you can use your own vitality to form your ward, instead of your magic. Whenever you use hit dice to regain hit points, you regain 2 points on your ward per dice spent.

In addition, while the Ward is active, you gain spend 1 hit die as an action, and regain hit points equal to the number rolled + your Intelligence modifier.

Blood Warding

Starting at 7th level, you are incredibly enduring to the effects of spells. While your ward has at least 1 hit point, you and friendly creatures within 10 feet of you have resistance to damage from spells.

Blood Curse

When you reach the 10th level, you can curse a magician's blood, hindering its magical abilities. At 10th level, 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 Constitution saving throw against your spell save DC, or its spell or teleport fails and is wasted. This feature doesn't work on constructs and creatures that lack blood.

Once you use this feature, you can't use it again until you finish a short or long rest.

Spell Endurance

Starting at 15th level, while your ward has at least 1 hit point, you have advantage on saving throws against spells.

Furthermore, whenever you make a saving throw against a spell that requires a save to halve its effects, you take half damage on a failure, or no damage on a success.

Tearing Blood

At 18th level, you gain the ability to hinder the magical abilities of your enemies. If a creature inside your Blood Warding area forces you or any ally inside the area to make a saving throw, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the target succeeds on the save and the creature takes necrotic damage equal to 1d8 + your Intelligence modifier.

Eldritch Guardian Spell List[edit]

1st level

absorb elements, alarm, cause fear, compelled duel, detect magic, false life, feather fall, gift of alacrity, grease, protection from evil and good, silent image, shield, snare

Level 2

arcane lock, blindness/deafness, detect thoughts, gust of wind, invisibility, locate object, magic weapon, maximilian's earthen grasp, pyrotechnics, see invisibility, spider climb, warding wind, web

Level 3

catnap, clairvoyance, counterspell, dispel magic, enemies abound, fear,glyph of warding, intellect fortress, life transference, protection from energy

Level 4

banishment, confusion, dimension door, fire shield, greater invisibility, hallucinatory terrain, locate creature, otiluke’s resilient sphere

Level 5

bigby's hand, far step, rary's telepathic bond, seeming, telekinesis, wall of force, wall of light, wall of stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eldritch Guardian class, you must meet these prerequisites: Strength 13, Intelligence 13

Proficiencies. When you multiclass into the Eldritch Guardian class, you gain the following proficiencies:light armor, medium armor, shields, simple weapons, martial weapons.

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