Witchguard Conclave

by rsquared

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Ranger Conclave:
Witchguard

Witchguards are the sworn defenders of the witches of the wilds, protectors of hags and maidens alike. Although witches are often immensely powerful in their craft, even they cannot defend against every attack. Each witchguard forms a mystical bond with a single witch, severable only in death, and in return gains a measure of its magical power.

Despite the name, a witchguard can bond with and protect many kinds of spellcaster, not only witches. Such guardians are sometimes known as "warders."

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, who must have the Spellcasting or Pact Magic feature, to be your ward. 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 that affect 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 protect and fight alongside your ward, 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 it uses its action to cast a spell of 1st level or higher, you can use your reaction to make a melee 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.

If your ward is alive, you can exchange this spell for another spell from your ward's class spell list at the end of a long rest. The new spell must also be of a level you can cast.

Spellstrike

Beginning at 11th level, when you use your action to attack, you can cast a cantrip in place of one of your weapon attacks.

Spellshield Bond

At 15th level, the spiritual bond you share protects the pair of you against hostile spellcraft. When you make a Charisma, Intelligence, or Wisdom saving throw, you can choose to 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 choose to use your bonus instead of its own.

You must be within 60 feet of your ward to gain or grant this benefit.

Witchguard v1.3 by /u/RSquared
Art: © Devon Cady Lee