Base Class: Fighter
You find magic to be a perversion of the natural world, a crutch that the weak, evil, or corrupt rely on to support themselves. You found a way to pull down the disgusting system of magic that allows liars and frauds to claim honor and glory. As magic-wielders are repositories of the arcane energy that you see as an infection in the natural world, you are a repository of an arcane opposite - a power that reverses the flow of magic to restore the world around you to its natural state. You cleanse existence. You restore the rightful order. You specialize in killing spellcasters.
Your status as an anti-mage means that attunement works differently for you, as the power that flows through you begins to break down magical items in your presence. You are only capable of attuning one magical item at a time, and its magic fades as long as it is attuned to you. If you attune a magic item and then break your attunement to it, it instantly becomes mundane. The process of attunement takes 24 hours for you, during which you can do nothing but light activity such as reading, keeping watch, or sleeping. The item must be on your person for the entire 24 hours.
After 7 days a 'common' magic item will lose any enchantment on it.
After 14 days an 'uncommon' magic item will become unenchanted.
After 21 days a 'rare' magical item will lose its arcane qualities.
After 28 days 'very rare' and 'legendary' items attuned to you will become mundane.
Artifacts are too powerful to be affected by your anti-magic.
Once an item has become mundane, you lose attunement to it and it begins to recollect its magical power. This process takes the same amount of time as it took for the item to become mundane - i.e. a 'common' magical item will become magical again 7 after you lose attunement to it, while a 'very rare' or 'legendary' item will take 28 days.
Your anti-magic has no effect on non-attunement items that you carry on your person.
Furthermore, if you attempt to learn to cast spells, use scrolls to cast spells, deliberately trigger glyphs with beneficial spells stored within them, or attempt to learn how to invoke magical effects at will, you find yourself incapable. If you take a Feat that would allow you to learn a spell, you gain all of the effects of that feat except for learning the spell. You might understand the spell in an academic manner, but you cannot cast it. Multiclassing gives you all class and subclass benefits except for spellcasting.
If you, for example, took 3 levels in Ranger, you would get access to the 'Favored Enemy,' 'Natural Explorer,' 'Fighting Style,' and 'Ranger Archetype,' class features but not the 'Spellcasting,' or 'Primeval Awareness' features.
At the DM's discretion, magical power derived from a Divine source, such as a Paladin's 'Lay on Hands' and 'Divine Smite' or a Cleric's 'Channel Divinity' may be something a Magebreaker Multiclass can access. The same goes for the Monk's Ki points and the Soulknife Rogue's Psionics.
Elemental Redirection
Your time fighting spellcasters has granted you expertise in analyzing the combat applications of the arcane.
When you are the target of a spell that does acid, cold, fire, lightning, or thunder damage, you can capture and redirect some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type. You can do this proficiency modifier number of times per short rest.
This damage increases by one when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Vicious Strike
Your powerful attacks cut through the defenses of mages and other magic-wielders, hampering their ability to fight. Your attacks ignore the effects of the Shield spell, the Mage Armor spell, and Arcane Deflection. Furthermore, any creature you hit has disadvantage on CON saving throws to maintain concentration on spells and other magical effects until the end of your next turn.
Arcane Prevention
Judgement of Steel:
If you hit a creature with a weapon attack, you can choose to end any single spell of third level or lower on the target of your attack. For any spell of 4th level or higher on the target that you attempt to end, make an ability check by rolling a d20 and adding your proficiency modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends. You can do this a number of times equal to half your proficiency modifier per long rest, rounded down.
Contest of Wills:
Furthermore, you can use your reaction to focus your will and attempt to interrupt a creature within 30 feet of you that is in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check by rolling a d20 and adding your proficiency modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. You can do this a number of times equal to half your proficiency modifier per long rest, rounded down.
Magic Resistance
Starting at 7th level, your discipline and martial prowess have improved to the degree that you are capable of avoiding the brunt of damage from spells that target you in any way.
You have advantage on saving throws against spells and other magical effects.
Your self-control also allows you to add your proficiency modifier to Wisdom, Intelligence, and Charisma saving throws.
Aura of Diffusion
As a bonus action, you focus on restoring correct order to the world, distorting and diffusing magical energy within 30 feet of you for 1 minute. Until this effect ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area has advantage on saving throws against spells and other magical effects. If you take damage, you must make a CON saving throw, with the DC equaling 10 or half the damage taken, whichever is greater. If you fail, this effect ceases.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Steel Mind
Your experience fighting against spellcasters has given you resistance to their beguiling abilities. You become immune to being charmed and frightened as your mind hardens and becomes impossible to penetrate by any magical means.
Furthermore, when you are the target of a spell that forces you to make a WIS/INT/CHA saving throw and if you succeed, you can use your reaction to break the will of the creature that cast the spell, turning the effect of that spell against its caster or another creature within range, as if it had originated from you. You can do this a number of times equal to twice your proficiency modifier per long rest. The spell maintains the spellcasting ability of the creature that cast it, but requires your concentration, if it is a concentration spell. You can only do this with one spell at a time.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Antimagic Sphere
Proficiency modifier number of time per long rest, and as an action, you can manifest an antimagic sphere around yourself, which lasts for a duration of 1 minute, and requires your concentration.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the effect ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. An antimagic field spell is not nullified by this effect.
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