Base Class: Fighter
Formed by the Conclave of Arcanum in conjuction with the Empire of Eskarya, the Spellbreakers was trained and tasked with dealing with arcane vagabonds and those who practice the arcane without license to do so. The reason for the formation of the Spellbreakers was due to the unrest and civil disobedience in reaction to the Arcana Aegis Act of 10EF.
Known coloquially as 'Mage Killers', the Spellbreakers are known to be caspable to dispelling a magical effect with a single strike with specially crafted gauntlets that harness psionic energy. Equally, their blades are coated in a poison, making the concentration on magic by spellcasters immensely difficult. Agents of the Spellbreakers are forced through a rigorous and gruelling training programme, where they are subjected to immense pain and suffering through arcane means, until they are suitably able to withstand and resist the effects of spellcasters.
In order to withstand battle with practitioners of the Arcane, it is said that the Spellbreakers have turned not only to psionics, but also alchemy, with advanced medicine allowing them short bursts of immense strength and dexterity to give themselves an advantage over their enemies.
Arcana Savant
When you choose this archetype at 3rd level, you gain proficiency in arcana.
Spellbreaker Alchemy
Starting at 3rd level, the Spellbreaker has perfected the craft of alchemy and ability to concoct vials and potions to aid them in battle. You gain proficiency in the Herbalism kit and Alchemist's supplies.
Witch Bane.
As a bonus action, the spellbreaker consumes a vial of diluted mercury and ashbloosom. For 10 minutes you gain advantage on saving throws against spells and magical effects. After the 10 minutes has elapsed, you gain a level of exhaustion, in addition to any existing levels of exhaustion.
Widow's Tear.
As a bonus action the spellbreaker imbibes a small phial of purple metallic liquid. For 1 minute you gain advantage on Dexterity saving throws, Strength saving throws, and Charisma (Intimidation) checks. You gain disadvantage on Charisma (Persuasion) checks and temporarily lose any levels of exhaustion you may have. After the 1 minute has elapsed, you gain a level of exhaustion, in addition to any existing levels of exhaustion.
Wolf Bile.
As a bonus action, the spellbreaker consumes a vial of black ichor and gains 5 temporary hit points and ceases to be poisoned. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
Tracker's Taint.
As a bonus action, the spellbreaker inhales a volatile powder gaining advantage on Wisdom (Perception) checks that involve smell, and on Intelligence (Arcana) checks. It can follow the scent of recent magic with a successful Intelligence (Arcana) check. It knows the caster’s magical signature, the school of magic, and the direction the caster subsequently travelled.
The DC for the check depends on the time since magic was used in the area; less than: 1 minute - DC 6, 1 hour - DC 10, 1 day - DC 14, 1 week - DC 18, 1 month - DC 22, 1 year - DC 26, 1 decade DC 30.
You can use this feature three times, consuming a maximum of three Spellbreaker alchemy concoctions. You regain all expended uses of it when you finish a long rest.
Expel Arcana
Starting at 7th level, your discipline in the face magic excels in battle. When the spellbreaker deals damage to a creature concentrating on a spell, their concentration check is made with disadvantage.
In addition, you can cast Dispel Magic requiring no spell slot or material components once per long rest. When you take the attack action on your turn, you can forgo one of your attacks and cast this spell in its place. If the spell requires an ability check, you add your proficiency modifier to the check.
Your training also causes you to gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).
Arcana Aegis
Starting at 10th level, when you have advantage on saving throws against spells and magical effects without the use of Witch Bane.
In addition, if you started your turn under the conditions of a spell or magical effects, you can use your bonus action to end the effect without the need of a saving throw. Once you take this bonus action, you can't do so again until you finish a short or long rest.
Leaden Manacles
Starting at 15th level, you are able to construct lead manacles to detain and debilitate spellcasters.
As an action, the spellbreaker attempts to manacle the arms of a creature it is grappling behind its back. It makes a contested Strength (Athletics) check against the target creature’s Dexterity (Acrobatics) or Strength (Athletics). A restrained creature automatically fails this check. On a success the target can no longer use its arms to make attacks, cast spells with a somatic component, or climb. The manacle’s metal absorbs the wearer’s magic; a caster wearing these manacles must succeed on a check using its spellcasting ability in order to successfully cast a spell. The spellbreaker's DC is 10 plus their proficiency bonus. On a failure the spell slot is expended and the spell has no effect. Otherwise, the manacles behave as normal manacles, with an AC of 16.
Mage Killer
Starting at 18th level, you perfect the Mage Killer potion. As a bonus action, you can consume this potion and for 1 minute you gain the following benefits.
- Attacks are made with advantage.
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- You gain truesight upto 60ft.
- You can cast dispel magic once per round.
- You temporarily lose any levels of exhaustion you may have
Once the spell's effects have ended, you gain a level of exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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