1 Spellguard A small contingent of soldiers watches the battle unfold as they maneuver around the flanks, looking for a weakness in the enemy formation. As one, they fling themselves at the distracted opponent, each detonating a magical explosion on impact. Shielded from their own blasts, they seamlessly transition into the flurry of blades around them. Cast in plate, a lone knight stands between her king and a would-be assassin. As the assailant throws a bolt of lightning at her liege, the knight raises a glowing hand and draws the spell away. Beset by an invisible force, an old dragonborn sharpens his senses in order to locate the creature assaulting him. A sly grin creeps onto his face as he readies his blade for the approaching foe. Ferocious and unpredictable, spellguards have mastered the fusion of might and magic. In order to nimbly transition between blade and spell, all spellguards have inscribed one of their hands with an intricate rune referred to as an arcane glyph. These magical tattoos allow them to forego cumbersome spellbooks and foci, and instead let them fully focus their mind and body on the battle. Combining these with their physical prowess and magical affinity allows them an unparalleled versatility on the battlefield. Arcane Vanguards Becoming a spellguard requires a mastery of skills that few care to combine; most warriors will choose to focus on perfecting their martial prowess, while arcanists increase their knowledge of their beloved spells. Even amongst those who do attempt to fuse both arts, most only dabble in one or the other while maintaining their original focus.

To a spellguard however, there is no more natural combination than that of martial and magical. Through the use of arcane glyphs they supplement their raw physical might with the versatile destructive capabilities of magic. In combat they can often be seen charging into groups of foes to devastate them with large blasts, shielding their allies by drawing the magic into their glyphs, or even directly suffusing their strikes with magical energies. Extensive training The knowledge of arcane glyphs and spellguards isn't particlarly rare or hidden. However, the considerable amount of time required to maintain both physical and mental training means that most come from a background of formal education. Ambitious military recruits might be given the option to combine their training with studies under a war wizard, other times a royal court might seek to complement their guards in order to surprise would-be attackers. Rarely, a young wizard or sorcerer might begin intense physical training alongside their studies. A spellguard's ties to their respective institutions mean that few end up out in the world adventuring, however, and those who do are often recalled as soon as their mission is complete.









Creating a Spellguard As you create a spellguard, consider how your training came to be. Were you a warrior with a passion for the arcane? A wizard refusing to conform to to their frail stereotypes? Or perhaps you started your training without a background in one field or the other. Where is it that you were trained, and how have these institutions left their mark on you? Were you trained in the military or another institution? Perhaps you were an ambitious young nobleman trained by a personal mentor? Most importantly, consider why it is that you are out adventuring. Are you merely out on a mission, or are you no longer bound to your insitution? Did your thirst for adventure overcome your ties to your organisation? Perhaps you have been honorably relieved of your responsibilities, or a falling out with your mentors has lead to your excommunication, causing you to seek your fortune elsewhere. Quick Build You can make a spellguard quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the military background.











































































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2 The Spellguard Level Proficiency Bonus Glyph Level Cantrips Known Features 1st 2nd 3rd 4th 5th 1st +2 1 2 Arcane Glyph — — — — — 2nd +2 1 2 Spellcasting 2 — — — — 3rd +2 1 2 Overwhelming Force 3 — — — — 4th +2 1 3 Ability Score Improvement 3 — — — — 5th +3 1 3 Extra Attack 4 2 — — — 6th +3 1 3 Eye of the Storm 4 2 — — — 7th +3 2 3 Nova Jump 4 3 — — — 8th +3 2 3 Ability Score Improvement 4 3 — — — 9th +4 2 3 — 4 3 2 — — 10th +4 2 4 Arcane Ward 4 3 2 — — 11th +4 2 4 Arcane Smite 4 3 3 — — 12th +4 2 4 Ability Score Improvement 4 3 3 — — 13th +5 3 4 — 4 3 3 1 — 14th +5 3 4 Third Eye 4 3 3 1 — 15th +5 3 4 Arcane Nullifier 4 3 3 2 — 16th +5 3 4 Ability Score Improvement 4 3 3 2 — 17th +6 4 4 — 4 3 3 3 1 18th +6 4 4 Arcane Ward Improvement 4 3 3 3 1 19th +6 4 4 Ability Score Improvement 4 3 3 3 2 20th +6 4 4 Magic Unbound 4 3 3 3 2 Class Features As a spellguard, you gain the following class features Hit Points Hit Dice: 1d10 per spellguard level

1d10 per spellguard level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellguard level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from Arcana, Athletics, History, Insight, Investigation or Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) a longbow and a quiver of twenty arrows or (b) three handaxes

(a) an adventurer's pack or (b) an explorer's pack

(a) chain mail or (b) scale mail



Arcane Glyph At 1st level you have tattooed an intricate arcane glyph onto one of your hands. This magical symbol increases in power alongside you as seen in the Glyph Level column of the Spellguard table, and serves as a conduit for channeling your arcane powers. Additionally, your glyph allows you certain flexibilities on the battlefield that few warriors dare dream of. You have learned one of the following abilities: Distant Shield When a creature you can see hits a target other than you that is within 30 feet of you with a weapon attack, you can use your reaction to shield your ally and halve the attack's damage. You can use this feature an amount of times equal to your glyph level. You regain all expended uses on a long rest. Force Blast Whenever you hit a creature with a melee attack, you can detonate a small blast of force from your glyph in order to throw the enemy off-balance and grant yourself advantage on the damage roll. You can use this feature an amount of times equal to twice your glyph level. You regain all expended uses on a short rest.

Force Field Whenever you roll for initiative you can activate a faint barrier that shields you from harm, granting you a +1 bonus to AC and reducing all damage you take by an amount equal to your glyph level. This barrier requires a free hand to maintain, and disappears at the end of combat, when you don a shield, equip a weapon in both hands, or if you use two hands to make an attack with a weapon. 3 Spellcasting By 2nd level, you have learned to channel spells through your glyph. You choose your spells from the spellguard spell list. See below for the spellguard spell list, and chapter 10 for the general rules of spellcasting. Cantrips You know two cantrips of your choice from the spellguard spell list. You learn additional spellguard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellguard table. Preparing and Casting Spells The Spellguard table shows how many spell slots you have to cast your spells. To cast one of your spellguard spells of 1st level or higher, 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 spellguard spells that are available for you to cast, choosing from the spellguard spell list. When you do so, choose a number of spellguard spells equal to your Intelligence modifier + half your spellguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level spellguard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level Detect Magic, 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 a new list of spellguard spells requires time spent storing them into your arcane glyph: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your spellguard spells, since you learn your spells through constant practice and discipline. 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 spellguard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency modifier + your Intelligence modifier Spell attack modifier = your proficiency modifier + your Intelligence modifier Spellcasting Focus You can use your arcane glyph as a spellcasting focus for your spellguard spells, however you still require a free hand in order to perform the somatic components of spells.





Overwhelming Force Starting at 3rd level you can channel extra power into your spells through your glyph. Whenever you cast a spell of 1st level or higher that deals damage, all creatures within 5 feet of you have disdvantage on the saving throw. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Eye of the Storm From 6th level, whenever you cast a spell that deals damage and has an effect radius of 5 or more feet, you are immune to its effects as long as you center the spell on yourself. Nova Jump Starting at 7th level you can harness surrounding latent magical energies in order to propel yourself across the battlefield. Before casting a spell of 1st level or higher you can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see. When using this feature you can still provoke oppurtunity attacks from adjacent hostile creatures. Arcane Ward Starting at 10th level, your glyph becomes powerful enough to direct magical energy away from your allies. Whenever friendly creatures within 10 feet of you are targeted with a spell or included in the area of effect of one, you can use your reaction to draw the spell into your glyph and nullify the effects of the spell. You must make an Intelligence saving throw. The DC equals 10 + the spells's level, on a failure you take 1d8 Force damage per level of the spell. On a succesful save you take half damage instead. Once you have used this feature, you cannot use it again until you have completed a long rest. This feature can only be used to nullify spells as they are being cast, and cannot affect pre-existing magical effects. At 18th level the range of this aura increases to 30 feet, and it recharges on a short rest instead. Arcane Smite By 11th level, you have learned to directly channel your powers into each of your attacks. Whenever you hit a creature with a melee weapon attack, the creature takes additional force damage equal to your Intelligence modifier. Third Eye Beginning at 14th level, you are so finely tuned to the magic in and around you that you can effortlessly sense its presence nearby. You are always under the effects of a detect magic spell.