Witchguard
Witchery
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Witchery
Spells table. This spell counts as a ranger spell for you, but
doesn't count against the number of ranger spells you know.
Witchery Spells
Ranger Level Spell
3rd sanctuary
5th warding bond
9th dispel magic
13th death ward
17th telepathic bond
Witchguard's Bond
At 3rd level, you are sworn to protect your witch with your
own life. Choose a willing humanoid as your ward. A ward
must have the Spellcasting or Pact Magic feature and cannot
have any hit dice larger than d8s when bonded. If your ward
is killed, you cannot cast your Witchery spells until your ward
is revived or you choose a new ward, which you can do by
means of an eight-hour bonding ritual.
If you and your ward are on the same plane of existence
and your ward is not dead, you sense your ward through the
bond. You are always aware of the current hit points of and
any conditions affecting your ward. As an action, you can
know the relative direction and general distance of your ward
from you. Your ward can sense your hit points, conditions,
and location through the bond, in the same manner as you do.
Warder Training
At 3rd level, you are trained to eliminate threats to your witch,
with the following benefits:
You gain proficiency with heavy armor.
When a creature within 5 feet of you attacks your ward, it
makes the attack roll with disadvantage.
If you are within 15 feet of your ward when your ward
casts a spell of 1st level or higher, you can use your
reaction to make one melee weapon attack. This range
increases to 30 feet at level 11 and 60 feet at level 15.
Patron's Gift At 7th level, the bond grants you a measure of your ward's magical power. You learn two cantrips of your choice from the wizard spell list, which count as ranger spells for you. In addition, choose one spell from your ward's class spell list and add it to your spells known. If your ward has more than one spellcasting class, choose from one list of your ward's highest class level. This spell must be of a level you can cast and counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. You have access to this spell while your ward is not incapacitated or dead. You can exchange this spell at the end of a long rest for another spell from your ward's spell list, which must also be of a level you can cast. War Magic Beginning at 11th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Spellshield Bond At 15th level, the bond you share shields you and your ward against hostile spellcraft. When you make a Charisma, Intelligence, or Wisdom saving throw, you can use your ward's saving throw bonus instead of your own. In addition, when your ward makes a Charisma, Intelligence, or Wisdom saving throw, it can use your bonus instead of its own. You must be within 60 feet of your ward to gain or grant this benefit.
Patron's Gift At 7th level, the bond grants you a measure of your ward's magical power. You learn two cantrips of your choice from the wizard spell list, which count as ranger spells for you. In addition, choose one spell from your ward's class spell list and add it to your spells known. If your ward has more than one spellcasting class, choose from one list of your ward's highest class level. This spell must be of a level you can cast and counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. You have access to this spell while your ward is not incapacitated or dead. You can exchange this spell at the end of a long rest for another spell from your ward's spell list, which must also be of a level you can cast. War Magic Beginning at 11th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Spellshield Bond At 15th level, the bond you share shields you and your ward against hostile spellcraft. When you make a Charisma, Intelligence, or Wisdom saving throw, you can use your ward's saving throw bonus instead of your own. In addition, when your ward makes a Charisma, Intelligence, or Wisdom saving throw, it can use your bonus instead of its own. You must be within 60 feet of your ward to gain or grant this benefit.
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