Arcane Warden The arrows of bandits rain from above. The merchant feels panic strike, cursing himself for only hiring one guard. The hooded figure hired to protect him lays a hand upon the merchant's shoulder, as a softly glowing light forms around the peddler, and his horse. The arrows turn as they approach the light, as if a passage to safety has been opened. The cart races away, all inside left unscathed. The musk of still water, and dirt clog the nostrils of the woman as she crawls into a small crevice in a dark corner of the ruin. Staying focused on the dim light emanating just on the other side, she emerges in a room where a soft light shines from a crystal floating above the hand of a statue to an unknown god. She retrieves her notes, and begins to study the ancient gem, intent on uncovering its secrets. A crazed wizard dashes through an alley, clutching the unnatural dark void sliced into his shoulder that saps the light all around. His pursuer, clad in plate marches closer clutching the blade that did the deed. The magician, frantically utters a spell to whisk him far away, but feels his power being sapped by the dark mark. As his heart drops the blade of the knight rises, shining with fire as bright as the sun in the sky. Arcane wardens are intellectuals who ponder the significance of magic and war, and how these things impact daily life. Arcane wardens spend multiple years pondering the fundamentals of magic, and the role it has to play. Becoming a master practitioner of magic is often not the goal. Where wizards tend to ask if it can be done, an arcane warden asks if it should be done. Arcane wardens do not loathe magic, nor do they see themselves as its guardian. To arcane wardens magic is just one tool in a vast world that has few solutions and too many problems. The Study of Life Arcane wardens are philosopher soldiers who seek what significance life holds. They value a good book as much as a sharp sword. There is no particular ethos, or code among arcane wardens, only a loose social circle that shapes the views of those that enter their academies. As students from these arcane academies are pushed further into the realm of great thinkers, and sages, the pedestal these esteemed are placed upon lights a fire in the hearts of most arcane wardens to find their own great thought, a philosophy that shapes the world long after they pass on. An arcane warden is expected to give a fair level of respect to all professions in life, each serving a purpose, and none obsolete. For each hour of magic practiced an exemplar arcane warden is expected to spend one hour each training their bodies, engaging in a work of art, and thinking freely. Inevitably people do specialize, and focus on different interests in their lives. Even if an arcane warden leaves his academy he is considered an arcane warden wherever life may take him. Studying Outside the Academy Arcane wardens put much emphasis on a balanced life, and a life of study is not complete without a life of adventure. Arcane wardens tend to float around from one job to the next, seeking to gain a greater understanding of life. The things

1 The Arcane Warden Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Sense Arcana, Warding Hand — — — — — — 2nd +2 Fighting Style, Spellcasting, Arcane Nova 4 2 — — — — 3rd +2 Arcane Censor, Arcane Academy 5 3 — — — — 4th +2 Ability Score Improvement 6 3 — — — — 5th +3 Extra Attack 7 4 2 — — — 6th +3 Aura of Security 8 4 2 — — — 7th +3 Arcane Academy feature 9 4 3 — — — 8th +3 Ability Score Improvement 10 4 3 — — — 9th +4 — 11 4 3 2 — — 10th +4 Aura of Discovery 12 4 3 2 — — 11th +4 Improved Arcane Nova 13 4 3 3 — — 12th +4 Ability Score Improvement 14 4 3 3 — — 13th +5 ─ 15 4 3 3 1 — 14th +5 Insulating Touch 16 4 3 3 1 — 15th +5 Arcane Academy feature 17 4 3 3 2 — 16th +5 Ability Score Improvement 18 4 3 3 2 — 17th +6 — 19 4 3 3 3 1 18th +6 Aura Improvements 20 4 3 3 3 1 19th +6 Ability Score Improvement 21 4 3 3 3 2 20th +6 Arcane Academy feature 22 4 3 3 3 2

taught in the academy of their choice tends to shape the jobs Think about how the academy of your choice might have they are more willing to take, seeking to test their training in shaped your personality, and how you stacked up in school. a real world environment. However, many arcane wardens do Were you the best in your class, and the eye of people's envy? not take their time outside leisurely, for many this is an Or did you struggle to stay a part of that society, and found opportunity to pursue their obsession. yourself leaving in shame? The years spent here are a Many of the questions asked in the sheltered schools and significant influence on your life, and could explain your academies can not be answered with thought alone, and this quest, or your purpose in life. fact brings many arcane wardens out into the world to find The differences between how the world is, and how you the truth themselves. This pursuit can bring the arcane wish it to be can lead to many different paths being taken in warden to many places they never expected to be, and can search of a way to achieving your goals. The things you might change the warden's pre-concieved notions. have left the academy in search of need not be your sole purpose as you discover all the things that life has to teach. Creating an Arcane Warden While creating your arcane warden think about what Quick Build You can make an arcane warden quickly by following these misfortune might have brought itself upon you, and what that suggestions. First, Strength should be your highest ability might cause you to believe. Was one of your parents killed score, followed by Intelligence. Second, choose the sage while you were unable to protect them? Have you been background. wronged by the world of magic? Or have you lead a relatively peaceful life? Think about what arcane academy you wish to take upon reaching 3rd level, and try and have this reflect your personality.

2 Fighting Style Class Features You adopt a particular style of fighting as your specialty. As an Arcane Warden, you gain the following class features. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, Hit Points even if you get to choose again. Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier Fighting Style: Defense Hit Points at Higher Levels: 1d10 (or 6) + your Constitution While you are wearing armor, you gain a +1 bonus to AC. modifier per Arcane Warden level after 1st Fighting Style: Dueling Proficiencies When you are wielding a melee weapon in one hand and no You are proficient with the following items, in addition to any other weapons, you gain a +2 bonus to damage rolls with that proficiencies provided by your race or background. weapon. Armor: all armor, shields Weapons: simple weapons, martial weapons Fighting Style: Great Weapon Fighting Tools: none When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two Saving Throws: Intelligence, Wisdom hands, you can reroll the die and must use the new roll. The Skills: Choose two from Athletics, Arcana, History, weapon must have the two-handed or versatile property for Investigation, Perception, and Persuasion you to gain this benefit.

Equipment Fighting Style: Protection You start with the following items, plus anything provided by When a creature you can see attacks a target other than you your background. that is within 5 feet of you, you can use your reaction to • (a) a martial weapon and a shield or (b) two martial impose disadvantage on the attack roll. You must be wielding weapons a shield. • (a) a scholar's pack or (b) an explorer's pack • (a) a component pouch (b) an arcane focus Spellcasting • Chain mail and spellbook Starting at 2nd level, as a student of arcane magic, you have a Alternatively, you may start with 5d4 x 10 gp to buy your own spellbook containing spells that show the first glimmerings of equipment. your true power. See the end of this document for the arcane warden spell list. Sense Arcana Spellbook You reach out into the cold darkness, and can feel the At 2nd level, you have a spellbook containing four 1st-level rhythmic echoes of arcane energy pulsing, revealing itself to arcane warden spells of your choice. Your spellbook is the you. As an action, you can probe the surrounding area for repository of the arcane warden spells you know. remnants of magic. Until the end of your next turn, you are considered to be under the effects of a detect magic spell. Preparing and Casting Spells You can use this feature a number of times equal to 1 + The Arcane Warden table shows how many spell slots you your Intelligence modifier. When you finish a long rest, you have to cast your spells of 1st level and higher. To cast one of regain all expended uses. these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Warding Hand long rest. You can enwreath a creature with a protective barrier using You prepare the list of arcane warden spells that are your touch. You have a pool of protective power that available for you to cast. To do so, choose a number of arcane replenishes when you take a long rest. With that pool, you can warden spells from your spellbook equal to your Intelligence produce a total number of temporary hit points equal to your modifier + half your arcane warden level, rounded down arcane warden level x 5. (minimum of one spell). The spells must be of a level for As an action, you can touch a creature and draw power which you have spell slots. from the pool to provide a number of temporary hit points to For example, if you're a 5th-level arcane warden, you have that creature that last until you take a long rest, up to the four 1st-level and two 2nd-level spell slots. With an maximum amount remaining in your pool. Intelligence of 16, your list of prepared spells can include five Alternatively, you can expend 5 hit points from your pool of spells of 1st or 2nd level, in any combination, chosen from protection to reach out and touch a creature, object, or your spellbook. If you prepare the 1st-level spell sleep, you magical effect, learning the level of spells, if any, affecting it. can cast it using a 1st-level or a 2nd-level slot. Casting the Choose a spell of 1st level or lower on the target, and make spell doesn't remove it from your list of prepared spells. an ability check using your spellcasting ability. The DC equals You can change your list of prepared spells when you finish 10 + the spell's level. On a successful check the spell ends. a long rest. Preparing a new list of arcane warden spells You may spend an additional 5 points each to increase the requires time spent studying your spellbook and memorizing level of spell affected by 1. the sounds and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Fighting Style 3 Channel Arcana Spellcasting Ability Your academy allows you to channel arcane energy to fuel Intelligence is your spellcasting ability for your arcane magical effects. Each Channel Arcana option provided by warden spells, since you learn your spells through dedicated your academy explains how to use it. study and memorization. You use your Intelligence whenever When you use your Channel Arcana, you choose which a spell refers to your spellcasting ability. In addition, you use option to use. You must then finish a short or long rest to use your Intelligence modifier when setting the saving throw DC your Channel Arcana again. for an arcane warden spell you cast and when making an Some Channel Arcana effects require saving throws. When attack roll with one. you use such an effect from this class, the DC equals your Spell save DC = 8 + your proficiency bonus + arcane warden spell save DC. your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and Spellcasting Focus 19th level, you can increase one ability score of your choice You can use an arcane focus (found in chapter 5) as a by 2, or you can increase two ability scores of your choice by spellcasting focus for your arcane warden spells. 1. As normal, you can't increase an ability score above 20 using this feature. Learning Spells of 1st Level and Higher Each time you gain an arcane warden level, you can add an arcane warden spell of your choice to your spellbook. This Extra Attack spell must be of a level for which you have spell slots, as Beginning at 5th level, you can attack twice, instead of shown on the Arcane Warden table. once, whenever you take the Attack action on your turn. Arcane Nova Aura of Security Starting at 2nd level, when you hit a creature with a melee Starting at 6th level, when you roll for initiative you and weapon attack, you can expend one spell slot to deal your friendly creatures within 10 feet of you gain temporary hit choice of fire, cold, or lightning damage to the target, in points equal to half you arcane warden level (rounded down) addition to the weapon's damage. The extra damage is 2d8 + your Intelligence modifier (with a minimum bonus of +1). for a 1st-level spell slot, plus 1d8 for each spell level higher Any temporary hit points granted by this feature are lost once than 1st, to a maximum of 5d8. combat has ended. You must be conscious to grant this bonus. Arcane Censor At 18th level, the range of this aura increases to 30 feet. By 3rd level, the arcane magic flowing through leaves you unable to be targeted by any divination magic or perceived Aura of Discovery through magical scrying sensors. Starting at 10th level, whenever you or a friendly creature within 10 feet of you make an Intelligence check they gain advantage on the roll. Arcane Academy At 18th level, the range of this aura increases to 30 feet. When you reach 3rd level you are expected as an arcane warden to be well studied, and learned in a particular academy of thought, a philosophical guide to living one's life Improved Arcane Nova as an active practitioner of magic. There are many individual By 11th level, you are so studied and learned that all your theories, and beliefs that exist, but the most common ones melee weapon strikes carry arcane power with them. are viewed as subsets of the Academies of Discovery, Whenever you hit a creature with a melee weapon, the Protection, and Nullification, all detailed at the end of the creature takes your choice of an extra 1d8 fire, cold, or class description. lightning damage. If you also use your Arcane Nova with an Your choice grants you features at 3rd level and again at attack, you add this damage to the extra damage of your 7th, 15th, and 20th level. Those features include academy Arcane Nova. spells and the Channel Arcana feature. Insulating Touch Academy Spells Beginning at 14th level, you can use your action to give a Each academy has a list of associated spells. You gain access willing creature you touch resistance to your choice of force, to these spells at the levels specified in the academy acid, cold, fire, lightning, or thunder damage for 1 hour. description. Once you gain access to an academy spell, you You can use this feature a number of times equal to your always have it prepared and in your spellbook. Academy Intelligence modifier (a minimum of once). You regain spells don't count against the number of spells you can expended uses when you finish a long rest. prepare each day. If you gain an academy spell that doesn't appear on the arcane warden spell list, the spell is nonetheless an arcane warden spell for you.

4 Perceive Illusions Arcane Academies Starting at 7th level, you automatically detect visual illusions What separates arcane wardens from any common hedge and succeed on saving throws against them as if under the wizard with a military background is the philosophical study, effects of truesight. and school of thought each warden subscribes to. In the social circles of arcane wardens there are many different Decentralization ways great thinkers look at the world. These ways of thinking Beginning at 15th level, you seed your knowledge into the at various times have such a following that entire academies magical pulses of the world. If an effect would normally cause devoted to their contemplation are erected. As an arcane your memories to be altered, wiped, or blocked you instead warden of 3rd level you are considered well learned in the learn of the hostile action against you, and re-obtain your academy of thought of your choice. natural memories. This power extends into amnesia, typical memory loss, and reincarnations, allowing you to always Academy of Discovery obtain information you've once had. The Academy of Discovery is an academy of thought, and Enlightenment philosophical way of looking at the world as a constant series At 20th level, as an action, your mind unshackles itself, and of inventions, and innovations that lead to the heightened taps into the true nature of this world. For 1 minute you learn complexity of life. Discovery is not only a tool for viewing the things that a normal person could not conceptualize. The world, but also a way to lead your own life using the lens of obviousness of your ascension can be as overt or subvert as discovery as safeguard against an uncertain future. From you wish. Your eyes could glow with the knowledge of all social upheaval, to natural disasters the concept of discovery mankind, or they could be as plain as day. For the duration is viewed as a vessel for foresight, and preparation for you gain the following benefits: inevitable outcomes in life. Technologically superior, and • You mentally map out the surrounding 1,000 feet of terrain, complex societies often have higher standards of living, and objects, and creatures. increased social influence than less complex societies; the • You may consider any spell you cast to have an origin of academy of discovery also believes that individuals that are anywhere you choose within 1,000 feet. similarly advanced, and complex will have greater standards • If you fail a concentration saving throw you may instead of living personally, and greater control of their own lives. succeed. Once you use this feature, you can't use it again until you Academy Spells finish a long rest. You gain academy spells at the arcane warden levels listed. Acadamy of Discovery Spells Academy of Protection Arcane Warden Level Spell The Academy of Protection is the most militaristic, and old academy of thought still practiced by arcane wardens. Their 3rd Comprehend Languages, Identify questions, and conclusions are simple, but are equally 5th Augury, Zone of Truth difficult to deny. The world is in a natural state of war where peace is the exception. The most immediate way of survival is 9th Clairvoyance, Speak with Dead through obtaining a level of protection where any bad actors 13th Divination, Locate Creature are deterred. While not formal members of the academy of 17th Contact Other Plane, Scrying protection many leaders, and generals subscribe to this way of thinking, and leave clear indications of their beliefs through Channel Arcana their actions throughout history. Well trained members of the Starting at 3rd level, you gain the following two Channel academy of protection are often found as hired muscle for Arcana options. wealthy merchants, or nobles, but it isn't uncommon to find Thirst for Knowledge. You can use your Channel Arcana them as mercenaries, and hired soldiers as well. to take hold of knowledge just beyond your reach. When you make an Intelligence ability check, you can use your Channel Academy Spells Arcana as a reaction to gain a +10 bonus to the roll. You make You gain academy spells at the arcane warden levels listed. this choice after you see the roll, but before the DM says whether the check succeeds or fails. Acadamy of Protection Spells Rapid Ritual. You can use your Channel Arcana to cast a Arcane Warden Level Spell spell you know with the ritual tag from your spellbook as a 3rd Shield, Shield of Faith bonus action without spending a spell slot. 5th Blur, Warding Bond Ritual Casting 9th Magic Circle, Remove Curse When you reach 3rd level, you can cast an arcane warden 13th Aura of Purity, Fire Shield 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 17th Circle of Power, Wall of Force prepared.

5 Channel Arcana At 3rd level, you gain the following two Channel Arcana options. Arcane Ward. You can use your Channel Arcana as an action to create a magical ward on yourself or an ally within 30 feet of you that lasts until you finish a long or short rest. The ward has hit points equal to three times your arcane warden level. Whenever the warded target takes damage, the ward takes the damage instead. If this damage reduces the Academy of Nullification ward to 0 hit points, the warded target takes any remaining The Academy of Nullification is an academy of thought based damage. While the ward has 0 hit points, it can't absorb upon the principal that people are imperfect beings, and that damage, but its magic remains. anything created by us is further imperfect in nature. As You may use your action to touch the ward and expend a people continue to discover deadlier, and deadlier forms of spell slot. The ward regains 2d8 hit points for a 1st-level spell magic they become more, and more unstable, and more and slot, plus 1d8 for each spell level higher than 1st, to a more likely to lead to a catastrophic doomsday event that will maximum of 5d8. inevitably be responsible for the end of the world. Arcane Arcanist's Wall. You can use your Channel Arcana as an wardens of the academy of nullification are very wary of the action to manifest a magical wall to protect yourself and misuse of magic, and are studied in what little ways there are others. A semi-transparent wall springs into existence at a to counter these aberrant spells. The academy of nullification point you choose within 30 feet. The wall may be up to 1 inch is not one for magic misanthropes and fanatics, but for those thick, 60 feet long, and 30 feet tall. The wall has an AC of 15, who see the highest calling of magic being found in offsetting and a number of hit points equal to fifteen times your arcane the greatest danger of magic. warden level. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Academy Spells You gain academy spells at the arcane warden levels listed. The wall lasts for 10 minutes or until you dispel it as a bonus action. Acadamy of Nulllification Spells Arcane Warden Level Spell Rapid Shielding Beginning at 7th level, you are so accustomed to protecting 3rd Sleep, Hunter's Mark others that you may spend your reaction to allow an ally that 5th Hold Person, Silence is within 10 feet of you to take take half damage from a failed saving throw instead of full as you quickly manifest a shield to 9th Counterspell, Nondetection guard them. 13th Banishment, Blight At 18th level, the range of this feature increases to 30 feet. 17th Hold Monster, Greater Restoration Bulwark Starting at 15th level, you manifest a protective barrier at the Channel Arcana At 3rd level, you gain the following two Channel Arcana start of each of your turns. The first instance of damage you options. take each round is reduced by half, as the barrier softens the Nullification Zone. As an action a 20-food-radius blow before dissipating. nullification zone springs to life around you, and remains stationary for the duration. Spells, and spells effects struggle Barrier Overflow to stay active within the zone. Any spell cast from within the At 20th level, as an action you can flood your body with zone, any spell targeting something within the zone, or any magical energies while transforming them into shielding for spell effects entering the zone are nullified and have no effect you and your allies. You glow bright with magical energies, unless the caster of a spell succeeds on an ability check using and a visible semi-translucent shell covers you and to a lesser its spellcasting ability against your spell save DC. This check degree those you protect, gaining the following benefits for 1 is repeated at the start of your turn for any spell effects still minute: within the zone. A spell slot expended to cast a nullified spell You gain a number of temporary hit points equal to your • is consumed. maximum health. The zone lasts for 1 minute, or until you lose your You do not need to make concentration saving throws when • concentration (as if you were concentrating on a spell). your temporary hit points take damage. Nullification Scar. When you hit a creature with a melee Allies within 30 feet gain 10 temporary hit points at the • weapon attack as part of the Attack action, you can also use start of their turn. your Channel Arcana to mark the target with the forces of Any temporary hit points granted by this feature are lost nullification for up to 1 minute. When marked, and at the once the transformation is over. This effect ends early if you beginning of your turn the caster of any spell effect affecting are incapacitated or die. the marked target must make an ability check using it's Once you use this feature, you can't use it again until you spellcasting ability against your spell save DC. On a failure finish a long rest. the spell is ended. Additionally the marked target must succeed on the check when casting a spell else their spell is nullified. A slot expended to cast a nullified spell is consumed.

6 Nullified Spells When a spell is nullified as it is cast it ends. When a spell effect is nullified only that effect ends. For example if a wizard casts a fireball, and a portion of the spell enters a nullification zone, and the wizard fails his ability check the part of the spell that entered the zone has no effect. Another example is if a cleric casts bless on himself, a creature within a nullification zone, and a creature outside a nullification zone while also outside a nullification zone. The cleric fails his ability check on the creature within the zone, but blesses himself and his other ally. The cleric moves into the zone, and fails again, but the spell has not ended, and the creature outside continues to have bless effect them.

Nullification Aura Starting at 7th level, you extend order to the space around you. When determining the space a spell will affect a spellcaster may exclude any space within 10 feet of you, including your space. You may also exclude spaces within 10 feet of you when you place your Nullification Zone. Moving your aura out of, and into new areas has no effect on already placed spell effects, and the excluded spaces created by a spell remain excluded until the spell ends. At 18th level, the range of this aura increases to 30 feet.

Nullified Mind Beginning at 15th level your constant nullification of magic has extended to yourself. You have advantage on saving throws against spells.

Null Entity At 20th level, as an action you can fully detach yourself, and all around you from the magic of this plane for 1 minute. This is a highly dangerous action, and causes several spacial anomalies for the duration. Light appears warped and distorted around you, and you appear as a gaping void in this world's reality. These changes are superficial, but are indicative of an absence of magical energy. For the duration you gain the following benefits: You and the area within 30 feet of you are considered under the effects of an Antimagic Field spell. Creatures you touch are considered under the effects of an Antimagic Field spell for 1d4 days. Once you use this feature, you can't use it again you finish a long rest.

7 Arcane Warden Spells

1st Level 2nd Level Counterspell Locate Creature Alarm Aid Dispel Magic 's Private Burning Hands Arcane Lock Fireball Sanctum Charm Person Darkvision Fly Otiluke's Resilient Sphere Comprehend Languages Detect Thoughts Glyph of Warding Polymorph Detect Magic Hold Person Hypnotic Pattern Stoneskin Expedious Retreat Knock Leomund's Tiny Hut 5th Level False Life Levitate Magic Circle Circle of Power Feather Fall Locate Object Nondetection Contact Other Plane Fog Cloud Magic Mouth Protection from Energy Geas Identify Magic Weapon Remove Curse Hold Monster Illusory Script Mirror Image Sending Legend Lore Jump Misty Step Slow Passwall Mage Armor Nystul's Magic Aura Tongues Planar Binding Magic Missile Rope Trick Water Breathing Rary's Telepathic Bond Sanctuary See Invisibility 4th Level Scrying Shield Shatter Arcane Eye Seeming Shield of Faith Warding Bond Banishment Teleportation Circle Silent Image 3rd Level Death Ward Wall of Force Sleep Blink Dimension Door 's Floating Disk Clairvoyance Leomund's Secret Chest Unseen Servant 2nd Level

8

Expanded Arcane Academies and Extras hat follows is a list of arcane academies meant to provide an alternative to the ones featured New Character Options in the main document, including tidbits, rule The base document is designed with the intention that it may clarifications, and recommened spells, fighting be used as a recplacement for the paladin in any game using styles, or other options from new rulebooks, only the Player's Handbook. What follows are further options and . As always as the DM that have been released either as official or test material by Wyou may include or exclude any options listed. that are recommended as additional options for the arcane warden if you are using that content. Multiclassing These are the additional details provided in order to help you Elemental Evil accurately multiclass an arcane warden with other classes. Elemental Evil includes several spells that the arcane warden may include to their spell list. Prerequisites https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf When you multiclass an arcane warden with any other class Elemental Evil Spells you must meet the ability score prerequisites for both your Spell Level Spell current class and your new one, as shown in the Multiclassing Prerequisites table. 1st Absorb Elements, Catapult, Ice Knife 2nd Pyrotechnics, Skywrite Multiclassing Prerequisites 3rd Wall of Sand Class Ability Score Minimum 4th Vitrolic Sphere Arcane Warden Strength 13 and Intelligence 13 5th Transmute Rock Proficiencies When you gain a level in arcane warden, and it is not your Unearthed Arcana first class you gain only some of the arcane warden's starting Several pieces of test material suitable for the arcane warden proficiencies, as shown in the Multiclassing Proficiencies have been released. Not all possible options have been table. included, but feel free to test additional material if your DM agrees. As always check with your DM before using any of Multiclassing Proficiencies this material. Class Proficiencies Gained Arcane Light armor, medium armor, shields, simple Unearthed Arcana: Starter Spells Warden weapons, martial weapons The following spells may be included to the arcane warden's spell list: Guiding Hand, Puppet, Sense Emotion, Sudden Awakening. Class Features https://media.wizards.com/2017/dnd/downloads/UA-Starter- When you gain a new level in a class, you get its features for Spells.pdf that level. A few features, now including Channel Arcana, have additional rules when you're multiclassing. Unearthed Arcana: Waterborne Adventures Channel Arcana The following fighting style may be included as an option for If you already have the Channel Arcana feature and gain a the arcane warden. level in a class that also grants the feature, you gain the https://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf Channel Arcana effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that Fighting Style: Mariner (UA) explicitly grants them to you. For example, if you are a As long as you are not wearing heavy armor or using a shield, theurgy wizard 6/arcane warden 4, you can use your Channel you have a swimming speed and a climbing speed equal to Arcana twice between rests because you are high enough your normal speed, and you gain a +1 bonus to AC. level in the wizard class to have more uses. Whenever you use the feature, you can choose any of the Channel Arcana effects available to you from your two classes. Arcane Warden Version 0.13 Spell Slots As an arcane warden, you add half your levels (rounded down) when determining how many spell slots you have while multiclassed with other spellcasting classes. (As detailed in chapter 6 of the Player's Handbook.)

10 Additional Academies The following academies thematically mirror those presented in the main document. They feature mechanics, and spells that might not fit in all campaigns. Spells that are from the Elemental Evil Player's Companion are marked with an asterisk. Academy of Obfuscation The Academy of Obfuscation is a pragmatic academy that intends to train a student in the art of misdirection, and subterfuge, usually for the expressed purpose of working in the dangerous world of spies, and investigators. Rather than taking on the role of one uncovering mysteries graduates of the academy are more prone to create mystery, employing actors, and bribing witnesses in order to create a scenario desirable to their client. Students out of work can find themselves in great danger from their former employers, as the secrets they once held could be disasterous if sold to their enemies. The talents, and abilities learned as a student of the academy must be used the warden's whole life if they are to keep ahead of this dangerous game.

Academy Spells You gain academy spells at the arcane warden levels listed. Acadamy of Obfuscation Spells Arcane Warden Level Spell 3rd Disguise Self, Silent Image 5th Invisibility, Pass Without Trace 9th Feign Death, Major Image 13th Greater Invisibility, Mordenkainen's Private Sanctum 17th Mislead, Modify Memory

Channel Arcana Starting at 3rd level, you gain the following two Channel Arcana options. Subtle Spell. When you cast a spell, you may use your Channel Arcana to cast it without any somatic or verbal components, and as long as you could supply the material components you do so without making any movements. Momentary Erasure. As an action, you may use your Channel Arcana to emit a bright flash of light in a 30ft cone in an attempt to wipe the memory of a recent event from any creature that was facing you from within the cone. All creatures affected must succeed on an Intelligence saving throw, or have one memory that lasted no longer than 30 seconds from the past 10 minutes be erased. Creatures that fail this saving throw have no memory of the flashing light.

11 Academy of Destruction Aura of Illusion Starting at 7th level, you may create one visual illusion, and The Academy of Destruction on the surface would seem to one auditory illusion that may exist within 10 feet of you. You ideologically fit along side the teachings of the Academy of create one or both illusions as an action, and must spend an Protection, however while being two sides of the same coin, action on each subsequent turn in order to control their the kinds of personalities found within each differ from one movements and sounds until the end of your turn. another vastly. From the outside, students of this academy The visual illusion is insubstantial, and may be up to 10 are viewed as misguided, and naive, turning to the art of feet in height, and 5 feet in width and depth. The auditory murder instead of guardianship. Practitioners of destruction illusion may be as soft as a whisper, or loud as a scream. The however would say the same about their detractors, seeing illusions may be perceived outside the radius, but they may them as holier than thou, and unwilling to go all the way in not leave it. order to guarantee safety. Graduates of the academy often A creature may make an Intelligence (Investigation) check find themselves on the battlefield, their skills unsuited for against your spell save DC to disbelieve both illusions, seeing peaceful society. the visual illusion as transparent, and the auditory illusion as muted. Academy Spells When you take damage both illusions end. You gain academy spells at the arcane warden levels listed. At 18th level, the range of this aura increases to 30 feet. Acadamy of Destruction Spells Enigma Arcane Warden Level Spell Beginning at 15th level, your thoughts and memories can not 3rd Magic Missile, Thunderwave be read, you and anything you carry can not be perceived 5th Aganazzar's Scorcher*, Shatter through scrying, or divination magic, and any attempts to magically discern if you are lying always fail. 9th Fireball, Lightning Bolt 13th Elemental Bane, Vitrolic Sphere* Manifest Scenario At 20th level, as an action, you may commit a grand scheme, 17th Cone of Cold, Destructive Wave leaving your foes scratching their heads, unsure of what is happening. When you activate this power you gain ultimate Channel Arcana control of the creatures and objects within 120 feet. You may At 3rd level, you gain the following two Channel Arcana use any and all of the options listed below. options. Demolition. You can use your Channel Arcana when you • Teleport 1 creature or object to a different location within the area. cast a spell to change the spell's damage type to thunder, and have that spell deal double damage to objects and structures. • Make 1 creature or object invisible for 10 minutes, or until they attack, or cast a spell. Conservation. You may use your Channel Arcana to cast an academy spell as an action without spending a spell slot. • Give 1 creature the ability to see invisible for 10 minutes. • Give 1 creature truesight for 10 minutes. • Create any number of visual illusions that total no more Destruction than 100 square feet for 10 minutes. Starting at 3rd level, you may empower your spells with fearsome might. Once per turn, if you roll damage for an • Change the terrain and borders of the illusion to look as you desire for 10 minutes. arcane warden spell, as a reaction you may increase the damage against every target by 1d6 per level of the spell to a • Create up to 10 auditory illusions that may be as loud as a scream for 10 minutes. maximum of 3d6. If the spell can deal damage on more than A creature may make an Intelligence (Investigation) check one turn, it deals this extra damage only on the turn you cast against your spell save DC to disbelieve the auditory and the spell. visual illusions. On a successful check, the visual illusions At 5th level these extra dice turn into d8s. At 9th level, they becoming transparent, and auditory illusions becoming turn into d10s. muted. You may use this feature a number of times equal to your Once you use this feature, you can't use it again until you Intelligence modifier (minimum of 1). When you finish a long finish a long rest. rest, you regain all expended uses.

Academy of Destruction 12 Aura of Destruction When you reach 7th level you can send out deadly waves of energy as your spell tears apart the space around you. When you roll your extra damage for Destruction you deal an additional 1d6 damage of the same type to all creatures within 10 feet of you. At 18th level, the range of this aura increases to 30 feet.

Brimstone Sigil Beginning at 15th level, creatures you damage with spells are marked with an arcane sigil made of brimstone that looms over them for 1 minute. A creature adjacent to the sigil can end the mark as an action, breaking the sigil apart. As a bonus action you may deal your choice of 2d6 fire, cold, or lightning damage to all creatures marked by you.

Mantle of Destruction At 20th level, as an action, you can channel ultimate power to destroy your foes. Your veins glow bright with energy, and your spells shine with power. Using your action you take on this mantle for 1 minute, gaining the following benefits: • Spells you cast ignore resistance to damage, and immunity instead halves the damage of spells. • Spells you cast that deal damage stun creatures that fail saving throws against them until the end of their next turn. • Your Aura of Destruction, and Brimstone Sigil each use d10s instead of d6s. Once you use this feature, you can't use it again until you finish a long rest.

13 Amplify Allies Academy of Amplification At 20th level, as an action, you can boost the effectiveness of The Academy of Amplification is a vital building block for the your allies, drawing glowing tethers from your fingertips to rest of the academies of thought. Enrolment is always the those around you, infusing them with magical energy. For the most exclusive as wizards from all over the world are in need duration you grant the following benefits for 1 minute: of their unique abilities, and understanding of magic. As • Creatures of your choice other than you within 30 feet of arcane squires they often must serve under a wizard, or other you may increase the level of spells they cast by one. warden, however as their training is built upon the • Creatures of your choice other than you within 30 feet of fundamentals of magic, they can also be found in you deal an additional 1d8 force damage whenever they hit monastaries, and churches. Their work can often be found as with a weapon attack, or cantrip. thankless, but if a warden of amplification were ever to leave • Creatures of your choice other than you within 30 feet of their employment those left behind would find that which felt you gain an additional action on each of their turns. That like a convenience had become a necessity. action can be used only to take the Attack (one weapon only), Dash, Disengage, Hide, or Use an Object action. Academy Spells Once you use this feature, you can't use it again until you You gain academy spells at the arcane warden levels listed. finish a long rest. Acadamy of Amplification Spells Arcane Warden Level Spell 3rd Bless, Faerie Fire 5th Enhance Ability, Enlarge/Reduce 9th Crusader's Mantle, Flame Arrows* 13th Elemental Bane*, Polymorph 17th Contagion, Hold Monster

Channel Arcana At 3rd level, you gain the following two Channel Arcana options. Amplify Other. You can use your Channel Arcana as an action to create a link between yourself and an ally within 120 feet. While linked the ally's spell save DC and spell attack bonus each increase by an amount equal to half your Intelligence modifier, rounded down (minimum of 1). On each of your turns you must spend your bonus action maintaining the link or the link is severed, ending the effect. The link is also severed if the target is ever outside the link's range or if it has total cover from you. The link lasts for 1 minute, or until it is severed. Amplify Spell. You can use your Channel Arcana as a reaction to reach out and magnify the power of a spell cast within 120 feet, increasing the level of that spell by two.

Amplification Aura Starting at 7th level, you passively empower spells that take place near you. Whenever a creature within 10 feet (including you) takes damage from a spell, that creature takes additional damage equal to your Intelligence modifier (minimum of +1). If a spell (such as magic missile) would deal this extra damage to a single creature multiple times it is only dealt once, and a spell can only deal this damage to one or more creatures once per casting. At 18th level, the range of this aura increases to 30 feet.

Multi Amplification Beginning at 15th level, you can maintain concentration on up to two spells at once. You do not lose concentration on a spell when you cast another spell that requires concentration until you are already concentrating on two spells. If you take damage while concentrating on two spells you make Consitution saving throws to maintain concentration for them individually.

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