This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.13]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.

Fighter Archetype: Mystic Guardian

As a Mystic Guardian, you've melded your martial training with a touch of arcane energy, allowing you to enhance your combat prowess and defend yourself with eldritch power.


Quick Navigation

Mystic Guardian

Level 3: Spellcasting

When you reach 3rd level, you tap into arcane reservoirs to empower your martial actions.


Spell Slots

The Mystic Guardian Spellcasting table shows how many spell slots you have. You regain all expended spell slots when you finish a long rest.



Half-Caster Spellcasting Table

Spell Points Table


Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd 2 - - - -
3rd 3 - - - -
4th 3 2 - - -
5th 4 2 - - -
6th 4 2 - - -
7th 4 3 - - -
8th 4 3 - - -
9th 4 3 1 - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 2 - -
13th 4 3 3 1 -
14th 4 3 3 1 -
15th 4 3 3 2 -
16th 4 3 3 2 -
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Spellcasting Ability

Constitution is your spellcasting ability for your Mystic Guardian features. The DC for any saving throws against your abilities = 8 + your proficiency bonus + your Constitution modifier.



Preparing Mystic Abilities

During a long rest, you can prepare a number of mystic abilities equal to your proficiency bonus + your Constitution modifier.


Until you finish a long rest, you can only invoke the mystic abilities you have prepared.



Level 7: Mystic Fortification

At 7th level, you've learned to use arcane energy defensively.


If damage would reduce you to 0 hit points, you can expend a spell slot to reduce that damage by 1d10 per level of the slot expended + your fighter level.


Usage Limit: You must finish a short or long rest before you can use this feature again.



Level 10: Empowered Recovery

Starting at 10th level, as you catch your breath with your Second Wind feature, the arcane energy within you also reinvigorates.


You can recover one expended spell slot of 3rd level or lower.



Level 15: Mystic Surge

By 15th level, your bond with the arcane allows you to augment your actions with bursts of power.


When you use a feature or action that requires a spell slot, you can choose to expend an additional spell slot to amplify its effects. The nature of this amplification varies based on the action or feature being enhanced.



Level 18: Arcane Resonance

At 18th level, your mastery over arcane energy peaks.


Whenever you expend a spell slot to use a feature of this archetype, you become enveloped in arcane resonance for 1 minute. During this resonance:



Usage Limit: Once you activate Arcane Resonance, you cannot do so again until you finish a long rest.



Mystic Abilities

The following mystic abilities are available to you. Remember, you must prepare a number of these equal to your proficiency bonus + Constitution modifier during a long rest.


Mystic Infusion

As a bonus action, expend a spell slot to imbue your weapon with radiant energy. The next time you hit a creature with that weapon, it deals an extra 1d6 radiant damage per level of the spell slot expended.


Guardian's Gale

As an action, expend a spell slot to summon a gust of wind that pushes all creatures within a 15-foot cone originating from you. Each creature must make a Strength saving throw or be pushed back 5 feet per level of the spell slot expended.


Arcane Anchor

As a reaction when a creature attempts to teleport or shift planes within 20 feet of you, expend a spell slot to bind them in place. The creature must succeed on a Charisma saving throw or have its teleportation negated.


Mystic Resurgence

As a bonus action, expend a spell slot to regain hit points equal to 1d8 + your fighter level. The healing increases by 1d8 for each level of the spell slot expended.


Guardian's Vortex

As an action, expend a spell slot to create a swirling vortex of arcane energy in a 20-foot radius centered on you. Enemies in the area must make a Dexterity saving throw or be pulled 10 feet towards you and take 1d6 force damage per level of the spell slot expended.


Arcane Chains

As a bonus action, expend a spell slot to bind a creature's shadow to the ground. The target must succeed on a Wisdom saving throw or have its speed reduced to 10 feet until the end of your next turn.


Arcane Shockwave

As an action, slam your weapon into the ground to unleash an arcane shockwave. All creatures in a 15-foot radius must make a Constitution saving throw or take 2d10 force damage per level of the spell slot expended and be knocked prone.


Resonant Pulse

As an action, expend a spell slot to emit a wave of arcane energy in a 15-foot radius. All hostile creatures in the area must make a Constitution saving throw, taking 2d8 force damage for each level of the spell slot expended, or half as much damage on a successful save.


Guardian's Beacon

As an action, expend a spell slot to become a beacon of guiding light. While concentrating on this ability, for the next minute, attacks against you have disadvantage, and any creature that ends its turn within 10 feet of you takes radiant damage equal to the level of the spell slot expended.


Ethereal Dodge

As a reaction when you are targeted by an attack, expend a spell slot to momentarily become ethereal, causing a single attack to miss you.


Mystic Reversal

As a reaction when a creature within 30 feet casts a spell targeting only themselves, expend a spell slot of 3rd level or higher to force the creature to target you with the spell instead. If this spell can affect you, you gain the effects of the spell; otherwise the spellcaster must make a Constitution saving throw against your spell save DC or the spell is negated. A spell negated this way expends the actions taken but not the spell slot used.


Blade Echo

As a bonus action, expend a spell slot to create an ethereal duplicate of your weapon. On your next attack, both your weapon and its echo strike, dealing an extra 1d6 force damage per level of the spell slot expended.


Guardian's Veil

As an action, expend a spell slot to wrap yourself in a shroud of mystic energy. For the next minute, you gain advantage on all Stealth checks and can move through other creatures as if they were difficult terrain.


Arcane Lash

As an action, create a whip of pure arcane energy and lash out at a creature within 30 feet. Make a melee spell attack; on a hit, the target takes 1d10 force damage per level of the spell slot expended.


Mystic Parry

As a reaction when you are hit by a melee attack, expend a spell slot to deflect some or all of the damage with a blade of pure energy. Reduce the damage taken by 2d6, increase damage reduced by 1d6 for each level of the spell slot expended above 1st level.


Guardian's Call

As an action, expend a spell slot to emit a rallying cry infused with arcane energy. Allies within 30 feet of you gain temporary hit points equal to your fighter level + the spell slot level expended.


Eldritch Evasion

As a reaction to an effect that allows you to make a Dexterity saving throw to take only half damage, expend a spell slot to decrease save DC by 2. For every spell slot expended above 1st level, decrease save DC by an additional 1.


Arcane Grasp

As an action, expend a spell slot to manifest giant ethereal hands. Make a ranged spell attack against a target within 60 feet; on a hit, the target is grappled, and you can move it up to 15 feet in any direction.


Resonant Reflection

As a reaction when targeted by a spell, expend a spell slot to attempt to reflect the spell back at its caster. If the spell is of a level equal to or lower than the spell slot expended, the spell is reflected. Otherwise, its effect is diminished by half.


Mystic Surge (Ability)

As a bonus action, expend a spell slot to charge yourself with arcane energy. The next time you hit with a melee attack, the target is pushed back 10 feet per level of the spell slot expended and is knocked prone.


Guardian's Gaze

As an action, expend a spell slot of 3rd level or higher to unleash a gaze of raw arcane power. One creature of your choice within 30 feet must make a Constitution saving throw or be stunned until the start of your next turn.


Arcane Strike

As a bonus action, expend a spell slot to empower your weapon with arcane energy. While concentrating on this for the next minute, your weapon attacks deal an additional 1d8 force damage for each level of the spell slot expended.


Mystic Ward

As a reaction to being hit by an attack, expend a spell slot to momentarily surround yourself with a protective barrier. Reduce the damage taken by 1d10 for each level of the spell slot expended.


Mystic Grasp

When you hit a creature with a melee attack, you can expend a spell slot of 2nd level or higher to attempt to restrain the target with ethereal chains. The target must succeed on a Strength saving throw or be restrained until the start of your next turn. The save DC increases by 1 for each level of the spell slot expended beyond the 2nd.


Guardian's Step

As a bonus action, expend a spell slot to teleport to an unoccupied space you can see within 20 feet. The range increases by 10 feet for each level of the spell slot expended beyond the 1st.


Ethereal Chains

As an action, expend a spell slot to summon chains from the ground to bind enemies. Creatures of your choice within a 15-foot radius must make a Dexterity or Strength saving throw or be restrained for 1 minute. The affected creatures can attempt the save again at the end of each of their turns.


Mystic Shield

As a bonus action, expend a spell slot to summon a shimmering shield of arcane energy. For the next minute, increase your AC by 1 plus an additional 1 for every two levels of the spell slot expended.


Mystic Resilience

As a reaction when you fail a saving throw, expend a spell slot to reroll the saving throw. You must use the new roll, and you gain a bonus to the reroll equal to the level of the spell slot expended.


Guardian's Vigil

As an action, expend a spell slot to touch a willing creature. For the next hour, the creature gains temporary hit points equal to 5 times the level of the spell slot expended.


Elemental Infusion

As a bonus action, you can spend a spell slot to infuse your weapons with elemental energy. Choose fire, cold, acid, or lightning. The extra elemental damage you deal is based on the spell slot used: 1d4 at 1st level, 1d6 at 2nd, 1d8 at 3rd, 1d10 at 4th, and 1d12 at 5th.


Phase Strike

When you take the Attack action, you can use your reaction and spend a 3rd level spell slot or higher to ignore the target's armor and shield benefits to its AC.


Arcane Drain

You can use your action and a spell slot to drain life from a target within 30 feet you can see. The target must succeed on a Constitution saving throw or take damage equal to five times the spell slot expended and you gain temporary hit points equal to damage dealt. On a save, the target takes half damage and you regain no temporary hit points.


Arcane Insight

You can spend a spell slot to gain advantage on Perception and Insight checks for a number of minutes equal to five times the level of spell slot expended.


Guardian's Ward

You can use your action and expend a spell slot to increase a target's AC by 2 for the next minute. Requires concentration.


Arcane Wings

You can expend a spell slot as a bonus action to gain a fly speed of 20 feet for 1 minute. Fly speed increases by 10 feet for every spell slot expended above first.


Arcane Bulwark

You use your action and a spell slot to create an arcane barrier on the ground in front of you. The barrier creates two 5-foot by 5-foot wall sections and is increased by an additional section per spell slot used. It lasts for 1 minute and provides half cover for you and your allies. Creatures can move through the space as though it was difficult terrain and does not stop ranged attacks.