The Shieldwitch

A elven warrior holds up his shield, but no weapon in his other hand. The goblins draw closer, expecting an easy fight. The elf sneers, then extends and empty hand, only to have bolts of power dart forth and strike down his bewildered foes, scattering before him like mice in the light of his deadly spells.

A tiefling Archer launches a volley of arrows at the bandits in the pass. They turn to fire back, only to find that their pursuer is gone, hidden from view by arcane power.

A human mercanary prepares to charge into battle. He lobs glass vials ahead of him, blinding his foes and setting them ablaze before drawing his sword and finishing the fight.

The Arm of Wizards

In the times when mages and wizards were just getting used to the idea that they might be an influence on the world as a whole instead fo a few disparate scholars learning to bend reality to their will, the fear of those without such powers turned into violence. Those early wizards trained the more hearty among them to fight with both shield and spell, to have a warriors on their side capable of weilding magic but also use hammer and sword and bow to keep the ingorant and superstituious at bay.

Many Warriors, Many Paths

Over time, these soldiers became grouped into sects, the same as the Wizards you taught them, aligned with those wizardly schools. Even further still, rogue warriors splintered off of the sects and became their own force, teaching one another rather than accepting tutelage from wizards, sorcerors, and warlocks.

A Balance of Tools

The Sheildwitch is a class that balances both magic and swordplay. They have weapons and armor at their command, but also some of the deadliest spells. Their greatest ability may be their sharpened minds and which allows them a level of planning and luck that appears magical all on it's own.

Creating a Shieldwitch

Start with asking how they came to study both blade a spell. Do they work with mages or are they part of an independant sect? Are they focused on in their use of magic or do they use it only to supplemt their martial abilities? Do they champion the people, are they a sword for hire, or perhaps a dedicated adventurer or treasure hunter.


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The Shieldwitch
Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th
1st +2 Eureka, Sixth Sense - - - - - -
2nd +2 Fighting Style, Spellcasting, Spellstrike 2 2 - - - -
3rd +2 Intense Concentration, Sect 2 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 3 4 2 - - -
6th +3 Eldritch Eye 3 4 2 - - -
7th +3 Sect feature 3 4 3 - - -
8th +3 Ability Score Improvement 3 4 3 - - -
9th +4 - 3 4 3 2 - -
10th +4 Cursebreaker 3 4 3 2 - -
11th +4 Improved Spellstrike 4 4 3 3 - -
12th +4 Ability Score Improvement 4 4 3 3 - -
13th +5 - 4 4 3 3 1 -
14th +5 Cleansing Touch 4 4 3 3 1 -
15th +5 Sect feature 4 4 3 3 2 -
16th +5 Ability Score Improvement 3 4 3 3 2 -
17th +6 - 4 4 3 3 3 1
18th +6 Witch's Warning 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Sect feature 4 4 3 3 3 2

The Shieldwitch

Class Features

Hit Points


  • Hit Dice: d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 5 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: All Simple and Martial weapons
  • Tools: One from the following sets Alchemist's Supplies, Calligrapher's Tools, Herbalist Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, History, Perception

Equipment

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

  • One martial weapon and two simple weapons
  • A set of leather Armor and a shield; or a Chain Shirt
  • An Explorer's Pack or a Scholar's Pack
  • One set of tools with which they are proficient

Quick Build

You can make a Shieldwitch quickly by following these suggestions. First, put your highest ability score in Intelligence, then Constitution, then either Dexterity or Strength. Then choose Either the Soldier or Sage background.

Eureka

Your mind is honed and quick, capable of making contingency plans on the fly. As a result, any time you fail an attack roll, a saving throw, or an ability check, you may immediately try again using an intelligence ability check in place of the original roll, using this result, even if it's lower.

Once you use this ability you may not use it again until you've completed a long or short rest.

Sixth Sense

Your senses extend beyond the usual five and you've a constant perception of magic's influence. Until the end of your next turn, you know the location of any Abberation, Construct, Elemental, or Undead within 60 feet of you that is not behind total cover.

Sixth Sense (cont'd)

You know the type (Abberation, Construct, Elemental, or Undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object permanently enchanted (such as a permanent Teleportation Circle).

You can use this feature a number of times equal to 1 + your Intellegence modifier. When you finish a long rest, you regain all expended uses.

Spellcasting

A 2nd level, you have completed the rigorous training and discipline that it takes to cast spells, much as Wizards do.

Cantrips

At 2nd level, you know two cantrips of your choice from the Shieldwitch spell list. You learn additional Shieldwitch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shieldwitch table.

Spellbook

At 2nd level, you have a spellbook containing four 1st-level shieldwitch spells of your choice. Your spellbook is the repository of the shieldwitch spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Shieldwitch table shows how many spell slots you have to cast your Shieldwitch spells of 1st level and higher. To cast one of these spells, 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 Shieldwitch spells that are available for you to cast. To do so, choose a number of Shieldwitch spells from your spellbook equal to your Intelligence modifier + one half of your Shieldwitch level rounded up (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 5th-level Shieldwitch, you have 4 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include 6 spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, 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 the list of Shieldwitch spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Intelligence is your spellcasting ability for your Shieldwitch spells, since you learn your spells through dedicated study and memorization. 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 Shieldwitch 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

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Learning Spells of 1st Level and Higher

At 3rd level and each time you gain a Shieldwitch level thereafter, you can add one Shieldwitch spell of your choice to your spellbook for free. The spell must be of a level for which you have spell slots, as shown on the Shieldwitch table. On your adventures, you might find other spells that you can add to your spellbook, the same as Wizards do.

Fighting Style

At 2nd level, you adopt a particular 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

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.

Spell and Shield

If you are wielding no weapons and use a Cantrip that allows you to make a Spell attack, you may ignore half cover. If the cantrip forces the target to make a saving throw, you may make them do so with disadvantage; if you do, you may not do so agian until you complete a short rest.

Combat Alchemy

You may consume a potion as a bonus action.

You are proficient with Acid, Alchemist's fire and other similar grenade like alchemical agents. When you take the Attack action, you use your bonus action to make an attack with such items.

Spell Strike

At 2nd Level, you gain the ability to imbue your weapons with arcane energies, delivering devestating blows to your enemies. When you hit a creature with a weapon attack, you can expend one spell slot to deal fire, cold, lightning, poison, or thunder damage (choose one) to the target, in addition to the weapon’s damage. The extra damage is 3d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

You may use this on multiple attacks in the same round, but if you do, the type of damage done by this feature is the same for all attacks that round.

Intense Concentration

At 3rd level, your concentration becomes formidable. If you fail a Concentration check, you may reroll that save and take the result of the second roll. After you use this ability, you cannot use it again until you've completed a short rest.

You also have advantage on saving throws to resist being Charmed.

Sect

At 3rd level, the Shieldwitch narrows their focus into one of the schools of magic. Traditionally, this would be accompanied by oaths that bound you to wizards of the same school, though that's much less common at this time. The abilites granted will depend on the school chosen.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Eldritch Eye

At 6th level, your magical senses are enhanced, such that you notice things that no other person would. Invisible creatures and objects are only lightly obscured to you and when attacking them, you do not have disadvantage (though they still retain advantage to attack) and you can tell that shapeshifted creatures, like Mimics, Dopplegangers, and spellcasters using Polymorph are not in their natural form; they have a faint glow, though you cannot tell what their actual form should be without additional abilities.

At 18th level, you are treated as constantly being under the effects of the spell See Invisibility.

Cursebreaker

You learn the spell Remove Curse if you do not already know it and add it to your spellbook. You may cast it as if it had the Ritual tag; if you do, you may not do so again until you have completed a long rest.


Improved Spellstrike

Your weapons are always suffused with magical power. Your weapon attacks are considered magical. When you take the Attack action, you may add 1d6 fire, cold, lighting, poison, or thunder damage to each of your weapon attacks. If you are making multiple attacks in a round, each attack may be of a different type of damage, which may also be different than the type used in a Spellstrike.

Dispelling grasp

Beginning at 14th level, you can use your action to end one spell on yourself or on one other creature that you touch. You must make a special unarmed strike in place of the Attack action, unless you are grappling them or they are willing. They may resist with a Charisma saving throw. The DC is your Shieldwitch level.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Witch's Warning

At 18th level, you may use your Eureka abilty to allow an ally within 60' to reroll an ability check, attack roll, or savings throw. You also may use Eureka up to three times before needing a short or long rest.

Sects

Sect of Alchemical Warfare

Weaponize

Shieldwitches of the Sect of Alchemical Warfare are never unarmed. At 3rd level, if they have metal or wood to work with equal to the weight of a martial weapon, or simple weapon, they can reshape it into a weapon or shield of reasonable quality as an action. The item falls apart back into it's components in 10 mintues.

If they have an existing weapon, they may hone and rebalance it using the same ability. As an action, they may prepare the weapon and have it either have a +1 to hit and +1 to damage. These bonuses are not magical and do not stack with any bonuses gained by magic. After ten minutes, the weapon returns to it's normal state.

At 15th level, they may choose to make one such transformation permanent. If they do, they cannot do so again until after they have completed a long rest.

Tactical ALchemy

You gain proficiency in Alchemist's Fire and Acid, if you do not already have it, along with other greande like alchemical preparations. You also gain proficency in Alchemist's Tools or one of the other tool kits availble to this class.

If you brew Alchemist's Fire or Acid, you may craft 10gp per hour instead of 5gp and it does an additional die of damage when used. You may also fortify existing Alchemist's Fire or Acid. To do so takes 1 hour, which may be completed during a short rest and requires either your Alchemist's supplies or 10gp in materials. If you do, the items do an additional die of damage any time damage may be rolled for them.

War Alchemist

At 7th Level, the Shieldwitch gains access to several new alchemical formulas. The Shieldwitch may add the spell Assemble to their spellbook if they do not already have it.

If a formula calls for a saving throw when used, use the Shieldwitch's spell DC or the item's DC, witchever is greater; if used by another creature, use the listed DC.

In addition to Alchemist's Fire and Acid, they learn to make the following potions and preparations (Costs in GP):

Fortifying Elixir (50gp): You gain resistance to one type of damage, either Bludgeoning, Fire, Ice, Lightning, Poison, Piercing, or Slashing for one minute.

Grenade (30gp): This simple explosive does 2d6 Thunder damage to the target plus 1d6 Thunder damage to each creature within 5' of them on a successful hit.

Recovery Draught (10gp): Imbibing this potion allows one to immediately expend up to two hit dice to restore hit points or to lose one level of exhaustion.

Stenchball (10gp): Stenchballs release a noxious, nauseating odor when they strike something hard. If it strikes a creature, that creature must make a DC 12 Con save or be Poisoned until the end of their next turn. Creatures immune to the Poisoned condition automatically make this save.

Tanglefoot Bag (20gp): A ball that releases sticky tendrils, if it hits a creature of medium size or smaller, they must make a DC 12 Strength save or be Grappled. This may also target large creatures, but they make the save with Advantage. The tanglefoot bag disolves after 5 rounds. A grappled creature may make a new save each round.

Thunderstone (20gp): A loud noise and a bright flash gets emitted when this small stone strikes something with force. The target must make a DC 12 Wisdom saving throw or be blinded and deafend until the end of their next turn.

Alchemical formula

The items made available to Shieldwitches at 7th level may be available on the open market. If so, use the above stats and save DC's with the exception of Grenades.

Grenade (30gp): This simple explosive does 1d6 Thunder damage to the target plus 1d6/2 Thunder damage to each creature within 5' of them on a successful hit.

Hurlant

At 15th level, the Shieldwitch may throw grenades and other alchemical weapons harder. Their range becomes 45'/90'.

Magesmith

At 15th level, Sectarians may attune to their armor or weapon as if it were a magic item. If they do, a weapon becomes a magical +2 weapon in their hands or their armor gains a magical +2 bonus to AC.

If the Shieldwitch dies or the weapons cease to be attuned to them, they revert to their normal, non-magical state.


Eldritch Magification

At 20th level, the Shieldwitch's command over crude matter becomes even greater. Their abilities improve as follows.

  • If a preparation or potion they have made calls for a roll of a die for damage or healing, roll two extra dice and add those to it.
  • You may craft 50gp of Alchemical items during a long rest without requiring any raw materials if you have a set of Alechemist's Supplies.
  • They gain the ability to attune to two extra magic items. These slots must be used for weapons and armor attuned using the Magesmith ability.
  • Any weapon attuned to with the Magesmith ability becomes +3. Any armor grants a +3 AC bonus and resistance to one type of damage.
  • Their Improved Spellstrike ability becomes 2d6 instead of 1d6 extra damage.

Sect of Omnipresence

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Battleshift

At 7th level, you may add the spell Misty Step to your spellbook if you do not already have it, in which case you may add another 2nd level spell from the Shieldwitch list.

When you use Misty Step, you may use your reaction to make an attack on a creature you can see. If you do, make that attack with adavantage.

You may not use this ability again until you complete a short rest.

Wise Escape

At 15th level, the Shieldwitch may cast Misty Step as a reaction without using a spell slot when targeted by an attack, but not before the player is told if the attack hits. If you do, you cannot use this ability again until you finish a long rest.

Master of Space

At 20th level, when you cast Misty Step you may travel up to 120' and take one other creature of your size or smaller with you. If that creature is unwilling, they must make a Charisma save versus your Spellcasting DC to avoid being transported.

Sect of Foresight

Battlefield Awareness

At 3rd level, you have an enhanced awareness of both the arcane and in combat.

You gain two additional uses of Sixth Sense.

You may expend a use of Sixth Sense to gain advantage on an initiative roll.

You may also use one, as a reaction, to impose disadvantage on an attack targeting you. You may do this after the attack is made but before damage is declared. If you do, you may not use Sixth Sense in this way until you've completed a long rest.

Unerring Eye

At 7th level, the Shieldwitch may not be surprised.

When you use your Eldritch Eye and detect something transformed, you see a faint outline of what it's true form is. If it's a living creature, they may have a Charisma saving throw against your Spellecasting DC to avoid such exposure. If the creature has no true form, like a mimic, you still know it's a creature, just not what.

Farsight

At 15th level, you may see clearly up to 300', focusing on details as small as printed script if you have line of sight. You gain Darkvision up to 60' and if you already have Darkvision, you gain an additional range of 60'.

In addition, the short range of thrown or ranged weapons is doubled for you.

Here and Now

At 20th level, when you roll initative, you may choose to go first in the round instead. If someone else can also choose to go first, you go in order of Dexterity, high to low, with ties acting simultaneously. You gain Truesight with a range of 300'.


Sect of Primordial Myrmidon

Body Mechanics

At 3rd level, your limbs become more malleable and are capable of stretching such that you gain 5' of reach with any melee weapon, unarmed attack, or spell attack with a range of touch. Moving through small spaces does not require extra movement.

Magestep

At 3rd level, when you are targeted with an attack, you may move up to 15' as a reaction. This does not provoke attacks of opportunity.

Primordial Adept

At 7th level, you learn the spell Alter Self if you do not already know it and add it to your spellbook. If you already have that spell, you may learn another 1st or 2nd level spell from the Shieldwitch spell list.

When you cast Alter Self, it does not require concentration. If you take the Natural Weapon option, you do 2d4 instead of 1d6. The spell also has the following additional options:

Carapace: You gain a tough, armored shell on your exposed skin. This gives you a +1 AC bonus. You may also gain +2d4 temporay hit points, though you may only get this benefit once per casting of the spell.

Gliding wings: You may fall from any height and glide down gently to the ground. While falling, you may move up to 30' in any one direction per turn.

Sensory stalks: You gain two antannae which are sensative to sound and wich have eyes or eyespots on them. You may use them to look around corners or over objects while under full cover.

Striking tail: You gain a tail that has either a blunt, bone knob on the end or a sharp stinger. You can use it to make an attack or bonus attack (but not both in the same turn) doing 1d6 bludgeoning or peircing, depending on the form chosen. the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Primodial Mastery

At 15th level, your mastery over your form is even more impressive. When you cast Alter Self, you may maintain two options from that spell at once. When you change an option, you may change one or both at the same time.

Primodial Excellence

At 20th level, your understanding of your body is unparalleled.

While under the effect of the spell Alter Self, if you are below half your hit point maximum and not incapacitated, you gain 3d8 hp at the beginning of your turn. Also, the various options for the spell become stronger. Use the following instead of the standard descriptions:

Aquatic Adaptation You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to twice your walking speed. You also gain resisitance to cold damage.

Change Appearance You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change except if that race has darkvision, you have darkvision. You can appear as a creature of a different size than you, up to one size category up or down. Your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 2d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +3 bonus to the attack and damage rolls you make using it.

Carapace: You gain a tough, armored shell on your exposed skin. This gives you a +3 AC bonus. You may also gain +4d4 temporay hit points, though you may only get this benefit once per casting of the spell.

Gliding wings: You gain a flying speed equal to twice your walking speed.

Sensory stalks: You gain two antannae which are sensative to sound and wich have eyes or eyespots on them. You may use them to look around corners or over objects while under full cover. You gain Blindsight to 60' and Tremorsesne to 60'.

Striking tail: You gain a tail that has either a blunt, bone knob on the end or a sharp stinger. You can use it to make an attack or bonus attack (but not both in the same turn) doing 1d12 bludgeoning or peircing, depending on the form chosen. the natural weapon is magic and you have a +3 bonus to the attack and damage rolls you make using it.

Sect of the Gravewalkers

Thirsting blade

At 3rd level, when you hit with a Spellstrike, you may choose make the damage type necroctic adn to gain half the amount dealth as temporary hit points. If you do, you may not use this ability again until you complete a short rest.


Aura of the Damned

At 7th level, you have advantage on saving throws to resist the Frightened condition.

Fear has become so much a part of you that it suffuses your attacks as well. If you hit with a Spellstrike, you may choose to force the target to make a Charisma save versus your spellcasting DC. If they fail, they are frightened until the beginning of your next round. If you do, you may not use this ability until you complete a short rest. This may be used with your Thirsting Blade.

You may add the spell Fear to your spellbook. It is a Shieldwitch spell for you.

Corpse Companion

At 15th level, the Undead easily mistake you for one of your own. Once you roll initiative, as long as you do not attack them, Undead creatures with an Intelligence of 10 or less must make an Intelligence ability check agianst your Spellcasting DC before they attack you, otherwise they treat you as if you are one of their own. If they are dominated by an intelligent creature, they can be ordered to attack you but will not do so on their own.

Even without using your Sixth Sense, you can sense the presence of the undead within 60'.

You are immune to being Frightened.

One with the Grave

At 20th level, your link to the twin nature of death and undeath is absolute.

  • You have resistance to Necrotic damage
  • You have advantage to saves against any action taken by an Undead creature.
  • Undead of less than a 12 Intelligence must make a Intelligence saving throw versus your spellcasting DC, even if commanded by a person dominating them.
  • Your Improved Spellstrike damage may be Necrotic.
  • If you use Thristing Blade, you make take the full amount of damage as temporary hit points. You may do so up to once a round.
  • If you would be reduced to 0 hit points, you may be reduced to half your hit point maximum, rounded down. If you do, you may not use this ability agan until you have completed a Long Rest.

Sect of the Shield Everlasting

Heavily Armored

You gain proficiency with Heavy armor.

Mirror shield

At 3rd level, add the spell Shield to your spellbook if you do not already have it.

When you use the spell Shield, as part of the same reaction you may attempt to reflect the damage done by the attacker back on them. Roll a spell attack versus the attacker's AC. If you hit, they roll their damage dice.

If you use this ability, you may not use it again until you have completed a short rest.

Guardian Mage

At 7th level, whenever you or an ally are targeted by a spell cast by a non-ally, you may use your reaction to move up to 15' towards that ally or the caster. If you do, you may cast the spell Shield if you have it prepared as part of the same action. You may target an ally up to 30' away with this spell instead of yourself.

Immovable Object

At 15th level, if you are wearing Heavy armor and a spell would push or pull you, you do not move. You may still be grappled, but moving you in any direction costs double the normal amount of movement.

Bulwark Arcane

You have become both a phantom and a wall on the battlefeild. You may take the Dodge action as a bonus action When an attack targets you and misses, you may make one weapon attack as a reaction. Your ability to move with Guardian Mage increases to 30'. If you are within 10' of a targeted ally and between them and the creature or person attacking them, you may use your Guardian Mage ability to have the attack target you instead of them. The attacker must make a saving throw using the ability they are attacking with (Strength or Dexterity for weapon attacks or their spellcasting ability) versus your spellcasting DC. If they succeed, the attack proceeds normally. If they fail, the attack targets you and you may respond accordingly.

The Sect of Edlricth Armament

Raw Magic

At 3rd level, your magic becomes more deadly. If you make a spell attack with a cantrip and roll a 1 on a damage roll, you may roll 1 damage die again and take the second result.

When you score a critical hit with a spell attack using a cantrip, you may roll one extra damage die.

Spell And Steel

At 3rd level, you may use your shield as a Spell Focus.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Forked Fire

At 15th Level, when you use your action to cast a Cantrip, if that cantrip allows you to make a spell attack, you may immediately cast it a second time as part of the same action.

Arcane Arillerist

You become a paragon of deadly magical prowess.

  • Your ranged spell attacks are +2 to hit.
  • If a spell you cast would cause the target to make a saving throw, you may have them make the savings throw at disadvantage. If you do, you may not use this ability again until you have completed a short rest.
  • If you cast a cantrip that allows you to make a ranged spell attack, you may expend a spell slot of first level or greater in addtion. If you do, treat the first two dice as having rolled their highest value, i.e. if you would roll 4d8, then roll 2d8+16 instead.

The Sect of the Unseen Blade

Secret Cache

At 3rd level, you may use your action to make any weapons or shileds that you carry but that are not in your hands disappear, made invisible by illusion magic. You may also make your armor appear as normal clothing. You may use this ability up to 1 + your intelligence modifier times. You regain all uses once you finish a long rest. Your weapons remain hidden until you dispel it as a bonus action, you draw a weapon, someone hits you with a weapon attack, or you fall unconscious.

Someone making a Wisdom (Perception) check may see them, piercing the illusion, rolling against your Spellcasting DC.

Stealthcraft

You may take the Hide action as a bonus action. You learn the skill Stealth.

Invisible Threat

You learn the spell Invisibility and may add it to your spellbook.

When you cast invisiblity on yourself or an ally, they may take the Attack action once without dispelling the spell. On their second attack while Invisible or if they cast a spell, it is dispelled normally.

Vanish Before Their Very Eyes

When you are hit with a weapon or spell attack, you may use your reaction to cast Invisibility if you have a slot available and the spell prepared. If you do, you may immediately take the Hide action.

A Threat Untraceable

You learn the spell Greater Invisibility and add it to your spellbook.

When you cast this spell, the duration becomes ten minutes and does not require concentration from you.

Cantrips (0 Level)

  • Acid Splash
  • Blade Ward
  • Booming blade
  • Chill Touch
  • Firebolt
  • Friends
  • Frostbite
  • Green Flame Blade
  • Light
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Thunder Punch [NEW]
1st Level
  • Alarm (R)
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Comprehend Languages (R)
  • Detect Magic (R)
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Jump
  • Grease
  • Ice Knife
  • Longstriker
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Sleep
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Alter Self
  • Assemble (R) [NEW]
  • Blindness/Deafness
  • Blur
  • Cloud Of Daggers
  • Darkness
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge / Reduce
  • Invisibility
  • Levitate
  • Mirror Image
  • Misty Step
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fireball
  • Flame Arrows
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Melf's Minute Meteors
  • Protection From Energy
  • Slow
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Stoneskin
5th Level
  • Animate Objects
  • Cone of Cold
  • Dominate Person
  • Hold Monster
  • Immolation
  • Insect Plague
  • Telekinesis

New Spells

Thunderpunch

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You imbue your hands with great power and speed, allowing you to strike with the force of storms. Make a melee spell Attack against the target. On a hit, the target must make a strength saving throw. On a successful save, they take 1d8 damage. If they fail, they are also pushed back 5 ft away from the caster.

You may make an additional Attack at 5th level, 11th level, and 17th level. The additional attacks may be made at the same target or different targets. Each target only has to save once, but is pushed back by 5 feet for each attack that hits them, up to 20 feet.


Assemble

2nd-level Transmutation (Ritual)


  • Casting Time: 1 minute
  • Range: 10 Feet
  • Components: V, S, M (a set of tools appropriate to the item, half the item's value in raw materials, up to 50gp).
  • Duration: Instantaneous

Once the caster has gathered all the ingredients for an item (equal to half it's cost in GP) that can be created with alchemist's supplies, an herbalism kit, or a poisoner's kit, has the related tool set, and is proficient with it, they may cast this spell to instantly assemble an item of up to 100gp in value. The item functions as it normally would. More expensive items may not be assembled by this spell.

Items created in this manner lose their potency after a number of days equal to the Caster's Spellcasting modifier.