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The Occult Warden

R
angers who dabble in arcane magic to protect Deadly at Any Range
places of power, hunters who learn dark
powers to better eliminate their chosen query, Whether attacking from afar with a bow or crossbow,
and enforcers for covens or arcane orders can jumping into the fray sword in hand, or using arcane spells to
all be referred to as Occult Wardens. They wither their enemies, the Occult Warden is prepared for
utilize the skill set of a traditional ranger to combat at any range, and thanks to their spells, for any
hunt and track their enemies, and those of circumstance.
their coven or order, but eschew natural and divine magic for While they do not have the breadth of knowledge that a
the raw power and flexibility of the arcane. Many of the Wizard has, the arcane firepower of a Sorcerer, or the shear
threats to the world and to nature are otherworldly and wield versatility of a Bard, the Occult Warden still has the skills to
fell magicks, the Occult Warden has chosen to learn these get to get to where they need to be, the weapons to engage at
magicks themselves, that they may fight fire with fire. range or in melee, and the spells required to adapt to
changing situations, all while being able to a hit that could lay
Witches and Witch Hunters low more focused spellcasters.
Occult Wardens balance their time practicing arcane arts,
learning occult incantations, practicing their martial skills, On the Hunt, Part 1
and learning how travel throughout the wilderness tracking The Warden ran through the forest, not caring for
their prey. Because they tend live secluded lives, or spend stealth now as she neared her prey. She paused,
much of their time away from civilization studying their craft briefly, to check the tracks she was following. They
and practicing spells, many have developed reputations as were deep and easy find. The Witch and her
witches and warlocks. Others choose to travel from town to minions were not caring to hide their tracks, the
town, often in the company of other adventurers, killing people in the village were too afraid to come this
monsters and hunting spellcasters that would prey on the far into the woods after dark. The Warden picked
common folk. up her pace, she needed to catch them before they
reached their destination, she did not now how
many would be waiting at their lair. She paused
At Home, Together or Alone again and listened. She could barely hear the creak
Many Occult Wardens belong to a Coven or Order that relies of wagon wheels and the jostling of the cart as it
on them for both protection, to seek out artifacts, or to act as travelled over uneven terrain. Could barely hear the
arcane bounty hunters. In exchange for their loyalty and noise of what could only be a child crying out.
service, the Coven or Order teaches them the magic they The Warden was close now, she hastily muttered
know so the Warden can better defend them as well as an incantation she had learned from her mentor,
complete the missions asigned. Other Occult Wardens are and drew the accompanying sigils in the air. As the
magic took effect, her pace quickened, the energy
hermits, surviving off the land while practicing their arcana of the spell allowing her to cover more ground and
through trial and error, or slowly translating and move faster than she could naturally. She bounded
implementing the instructions for spells found in an ancient forward, feet hammering into the frost-bitten flora
text. Whether alone, in a party, or as part of an organization, and undergrowth that covered the forest's floor.
an Occult Warden is equally at home and prepared for what She could now see the sparkle of their lanterns, the
trials may come their way. shadows of their forms as she closed on them. She
slowed her pace and drew up to tree, drawing her
Occult Covens and Arcane Orders longbow and an arrow to go with it from her belt-
fastened quiver.
There are many less known orginizations in the world that The wagon creacked to halt, its single horse
hold beliefs and values differing from their more prominant stamping at the overgrown path in annoyance as its
counterparts. Many of these orginizations are considered master bade it still. A raven cried out and flew to
misguided at best, and outright heretical at worst. Of the two, the hunched figure. A familier. They new she was
Arcane Orders are the more likely to be accepted or looked there.
upon in a favourable light. Arcane Orders also tend to revere Using the magic still flowing through her, she
or worship gods of magic or knowledge, like Mystra or Ioun, sprinted to a large boulder nearby for cover, fireing
and will often be granted official status by the clergy of these an arrow at the large figure that had just jumped off
dieties. the wagon and started towards her. She invoked a
Occult Covens on the other hand are secret groups, few necromantic words of power, and triggered the
practicing their arts in hidden rooms and musty caves. These runes she had inscribed on her bow. The arrow
groups, even if benign or benevolent, often have a sinister struck her target in the bulging muscles of its
shoulder. A flash of dark violet energy coruscated
reputation as rumours of witchcraft and trafficking with through the creature, and it slumped to the cold
demons abound. ground, a husk compared to imposing figure it was
While not all Occult Wardens belong to such orginizations, mere moments ago.
many are at least trained by them, or have come into contact
with them at some point either by accident or design.

PART 1 | LORE 1
Features
Arcane Coven
The Occult Warden At level 3 you choose 2 schools of magic from the following
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
schools: Conjuration, Divination,Transmutation, and
Necromancy.
1st — — — — — — — Each time you could learn a new spell you can pick a
2nd — 2 2 — — — — Wizard spell that belongs to one of the 2 schools of magic you
picked instead of a Ranger spell. The spell picked must still
3rd 2 4 3 — — — — be of a level you can cast. These spells are Ranger spells for
4th 2 5 3 — — — — you.
5th 2 6 4 2 — — —
As part of this feature you learn 2 wizard cantrips which
must belong to one of the 2 schools you selected. Cantrips
6th 2 7 4 2 — — — you learn from this archetype after level 3 can belong to any
7th 3 8 4 3 — — — school of magic.
8th 3 9 4 3 — — — Combat Magic
9th 3 10 4 3 2 — — At level 7 you can use your action to cast a cantrip and make
10th 3 11 4 3 2 — — on weapon attack as a bonus action.
11th 3 12 4 3 3 — — At level 18 you can instead use your action to cast any
Ranger spell you know with a casting time of one action and
12th 4 12 4 3 3 — — make one weapon attack as a bonus action.
13th 4 13 4 3 3 1 —
14th 4 13 4 3 3 1 — Occult Hunter
15th 4 14 4 3 3 2 — At Level 11 you have learned to weave your magic into your
weapons. Over the course of a 1 hour short rest, you can
16th 4 14 4 3 3 2 — bond a weapon to you and pick a damage type from the
17th 4 15 4 3 3 3 1 following table:
18th 5 15 4 3 3 3 1 Bound Weapon Damage Types
19th 5 15 4 3 3 3 2 School of Magic Damage Type
20th 5 15 4 3 3 3 2 Conjuration Acid
Divination Force
Transmutation Bludgeoning, Piercing, or Slashing
Necromancy Necrotic
Occult Spellcasting
At level 3 you cast Ranger spells using your Intelligence as To pick a damage type, you must have picked that damage
your spellcasting ability rather than Wisdom. Additionally, type’s school at level 3 as part of your Occult Coven Feature.
you follow the Occult Warden Spellcasting Table instead of Once per round you can deal an extra 1d8 damage of the
the Ranger Spellcasting Table. Your spells come from occult type chosen with your bonded weapon when you hit a
incantations and rituals rather than the magical essence of creature. If the creature is also one of your favoured enemies,
nature. you may also add your Intelligence modifier to the extra
Spell save DC = 8 + your proficiency bonus + your damage. This extra damage is magical for the purpose of
Intelligence modifier bypassing resistances.
Spell attack modifier = your proficiency bonus + your You can bond with up to two weapons, but only 1 per short
Intelligence modifier rest, and they do not need to have the same damage type
You follow all the other rules for spellcasting laid out in the picked.
Ranger spellcasting feature. When you reach 14th level, the extra damage increases to
2d8.
Eldritch Defence
At level 15 you have learned enhance your defences using the
residual magic of the spells you cast.
While you are concentrating on a spell, you add your
Intelligence modifier to your Saving Throw rolls, and double
your Intelligence modifier if the cause of the saving throw is
one of your favoured enemies.

2 PART 2 | ABILITIES
Feats and Spells
Feats Divining Strike
Divination cantrip
Coven Initiate Casting Time: 1 action
Prerequisites: At least 1 Paladin or Ranger Level, Ability to Range: Weapon Used
cast a Paladin or Ranger spell Components: V, M (a weapon)
You are initiated into an order or coven that practices Duration: Instantaneous
arcane magic rather than divine or natural magic. You gain As part of the action used to cast this spell, you must make
the following benefits: a melee or ranged attack with a weapon against one creature
within the weapon’s range, otherwise the spell fails.
You gain the Spellbook feature as if you were a Wizard of You add 1d4 to you attack roll, if the attack hits the target
level 1 suffers the attack’s normal effects, and it also takes 1d4 force
You can copy both Wizard spells and Paladin (if you have damage as the strike unerringly seeks out the target of the
Paladin levels) or Ranger (if you have Ranger levels) spells attack.
into your spellbook This spell's effects increase when you reach higher levels.
At 5th level, the bonus to hit and the extra force damage
You can prepare a number of spells from your spellbook increases to 2d4. A 11th level they both increase to 3d4 and
equal to your Paladin or Ranger level, plus your to 4d4 at 17th level.
Intelligence modifier, to a minimum of 1
Spells in your spellbook become Paladin or Ranger spells Necrotic Strike
for you Necromancy cantrip
Casting Time: 1 action
Your spellbook starts with 0 spells in it, though you may Range: Weapon Used
place any spell learned via the Arcane Initiate feat in your Components: V, M (a weapon)
spellbook for free Duration: Instantaneous
Choose Intelligence or Wisdom as your casting ability for As part of the action used to cast this spell, you must make
any spells in your spellbook a melee or ranged attack with a weapon against one creature
within the weapon’s range, otherwise the spell fails.
If the attack hits the target suffers the attack’s normal
In the case of a character having both Paladin and Ranger effects, and must succeed on a Constitution Saving throw or
levels, they must choose which class this feat benefits. take 1d4 necrotic damage and the next weapon attack that
hits it that round deals 1d4 extra necrotic damage as the
Spells strike saps the targets vitality.
This spell's effects increase when you reach higher levels.
Acidic Strike At 5th level, the necrotic damage the target takes from both
Conjuration cantrip the spell and the next weapon attack to hit it increases to 2d4.
Casting Time: 1 action At 11th level they both increase to 3d4 and to 4d4 at 17th
Range: Weapon Used level.
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make
a melee or ranged attack with a weapon against one creature
within the weapon’s range, otherwise the spell fails.
If the attack hits the target suffers the attack’s normal
effects, and it also takes 1d4 extra acid damage and must
succeed on a Constitution saving throw. If it fails it takes
twice the initial acid damage dealt as acid damage at the end
of its next turn.
This spell's effects increase when you reach higher levels.
At 5th level, the extra acid damage increases to 2d4. A 11th
level the damage increase to 3d4 and to 4d4 at 17th level.
This damage increase affects the subsequent damage deal on
the targets turn.

PART 3 | FEATS & SPELLS 3


Transmuting Strike
Transmutation cantrip On the Hunt, Part 2
Casting Time: 1 action The hunched figure on the wagon laughed and
Range: Weapon Used stood, turning to face the Warden as 2 more
Components: V, M (a weapon) figures jumped off the wagon. The child in cage
Duration: Instantaneous mounted to the wagon started crying for the
As part of the action used to cast this spell, you must make Waredens help...before a sharp gesture from figure
a melee or ranged attack with a weapon against one creature cut its screams short.
within the weapon’s range, otherwise the spell fails. The figure was an older woman, wreathed in
If the attack hits the target suffers the attack’s normal ragged dark browns, soiled with dirt and
effects, and must succeed on a Wisdom Saving throw or take unidentifiable stains. She too jumped down from
1d4 extra damage of the same type as the weapon used in the the wagon as her 2 remaining minions advanced on
the Wardens tenuous cover.
attack, and the targets AC is reduced by 1d4 for 1 round, as As the Warden retreated behind the rock from
the strike's magic briefly transmutes part of the target into which she had killed the first brute, the Witch
glass. briefly locked eyes with her. She started speaking
This spell's effect increase when you reach higher levels. At as she did so, words of dark power and darker
5th level, the extra damage the target takes from both the intent. The Witch's words beconed to the Warden,
spell and the amount the targets AC is lowered increases to tempting her to place down her weapon, to come
2d4. At 11th level they both increase to 3d4 and to 4d4 at forward, to embrace an old friend. The Warden's
17th level. fingers loosened around her bow.
Runic tattoos flaired to life, powered by the very
Credits spell that allowed the Warden such supernatural
speed. The Warden felt the Witch's invading
This document was created using The Homebrewery. A influence on her mind fade, and with a growl drew
special thanks to them for creating a free tool for creating another arrow. The 2 lumbering brutes were now
homebrew content! much closer to her rock than they were to the
wagon...or more importantly, the Witch.
Created By The Warden focused on a spot behind the Witch,
and muttered a short intonation that changed her
Mecrutio/Bobby Fillier body into a mist that, in an instant, wisked her
Comments, Questions, Concerns, and Criticism are always behind the witch, to the exact spot she had been
welcome, feel free to find me on social media and let me focusing on.
know what you think! As the Warden emerged from her misty form
behind the startled Witch, she spoke more wards
of power and created more sigils with her free
hand, taught to her from tomes and scrolls taken
from wretched casters like the Witch before her.
Her hand glowed and pulsed with the same dark
violet energy she had unleashed with her bow not
2 minutes before, as she reached out and grabbed
the Witch by her scarwny throat, and squeezed,
releasing the energy built up in her hand.
The Witch cried out as the dark light pulsing into
her stole her lifes essence and transfered it into the
Warden now grasping her by the throat. As the
Warden released the Witch, the Witch fell to the
ground, similarly withered like the brute the
Warden had slain. The Witch begged to be spared,
to be taken to trial. The Warden looked to cage.
The child inside was slumped on the ground, not
moving. The Warden looked back to the wretched
creature on the ground before her.
An arrow pierced through the skull of the Witch.
The 2 remaining creatures the Witch had
commanded became as unmoving as the child in
the cage, as the last of the Witch's life left her
ragged body.

4 PART 4 | SPELLS & CREDITS

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