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Fighter: Spellguard

Spellguards are elite warriors tasked with protecting arcane and divine casters in the heat of battle. Although not magical themselves, Spellguards have learned to augment and aid their casters in combat. Owing to their great skills, the services of a Spellguard is greatly envied and sought after.  

Spellguard’s Charm

  At 3rd level, you gain proficiency with Jeweler’s Tools.   At the end of a long rest, you can craft a Spellguard’s Charm using a gem worth at least 10 gold pieces. When this gem is worn by another creature with the spellcasting or pact magic feature, a bond is created between you and the Charm Bearer. While you are within thirty feet of the Charm Bearer, you can use your reaction to impose disadvantage on a single attack against them or grant them advantage on a saving throw.   You can only have one such charm active at a time. If you spend one minute, you can transfer this charm and its effects to a different creature with the spellcasting or pact magic feature. You can craft an additional charm at 10th and 18th level.  

Spell Anchor

  At 3rd level, you learn to harness a spellcaster’s power. When the Charm Bearer casts a spell, the spell can instead be cast from your position so long as you are within thirty feet of the caster and the spell has a range of 5 feet or more.   In addition, when you use Action Surge, you can forgo one of your attacks and use a bonus action to direct your Charm Bearer to cast a spell with a range of 5 feet or more. Choose a friendly creature within thirty feet who can see or hear you. That creature immediately uses its reaction to cast a spell from your position.  

Sound of Mind

  Starting at 7th level, you protect yourself from unwanted influences over your mind and body. You have advantage on checks against being charmed or frightened. When a spell or effect that would cause you to make a saving throw again at the end of your turn to stop being frightened or charmed, you instead make this saving throw at the start of your turn.  

Spell Binding

  At 7th level, you also gain the ability to intervene whenever Dispel Magic or Counterspell is cast and an ability check is required. Using your reaction, you can expend a use of Second Wind to impose a 1d10 bonus on the check. If you successfully interrupt the spell, the magic is suffused into you and you gain temporary hit points equal to 5 times the spell slot's level (if multiple spells are involved for Dispel Magic, then choose the highest spell level).  

Improved Spellguard’s Charm

  At 10th level, your bond with your Spellguard allows you to capture their magic for your own use. When a Charm Bearer casts a spell of 1st level or higher that deals damage to another creature, you capture some of that magic to imbue into one of your attacks before the end of your next turn. When you hit a creature with an attack, you can roll a number of d8s equal to half the spell's level (rounded up) and add it to the damage of the attack. The damage type is the same as the spell cast by the Charm Bearer. If more than one spell is cast by a Charm Bearer before your next attack, you can choose which of these spells to imbue into your attack.   Additionally, when your Charm Bearer casts a spell on you that restores hit points, you regain the maximum number of hit points possible. When you are included in a spell cast by your Charm Bearer, you have advantage on saving throws against that spell and take no damage if you succeed.  

Focused Concentration

  At 15th level, you can share your Indomitable feature when a Charm Bearer you can see or hear fails a concentration check to maintain a spell. You expend one use of your Indomitable feature and roll a Constitution Saving Throw using your own modifier and proficiency bonus. If this check still fails, you do not expend this use of Indomitable.   In addition, you regain one use of Indomitable whenever you complete a short rest.  

Mastered Spellguard's Charm

  By 18th level, when you use your Spell Anchor feature on Action Surge, you can replace a number of attacks equal to Charm Bearers within thirty feet of you. Each of your Charm Bearers can use their reaction to cast a spell of 5th level or lower with a range of 5 feet or more. These spells are cast from your position.

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