Fighter
Base Class: Fighter

The Arcanum Vanguard is a group of fighters who have dedicated themselves to the study and understanding of magic. They seek to create a balance between those who can and cannot cast magic and to promote a more harmonious relationship between the magical and non-magical communities. The Arcanum Vanguard is a diverse group, with members ranging from those who seek to bridge the gap between magical and non-magical communities to those who seek to eradicate all magic users. The latter faction, known as the Mage Hunters, believes that magic is inherently dangerous and cannot be trusted. They view those who can cast magic as a threat to society and seek to eliminate all magic users. Despite this tension, the Arcanum Vanguard remains dedicated to their goal of creating a more harmonious relationship between magical and non-magical communities. They are skilled fighters, trained in various combat techniques, and are the only ones who can fight the most dangerous magical creatures and spells. The Arcanum Vanguard's most notable ability is their Anti-Magic Strike, which allows them to bypass the resistance or immunity of magical creatures to nonmagical damage. This ability reflects their desire for balance between magical and non-magical forces. They also possess a Disruptive Strike, which allows them to interrupt spellcasters' concentration. In addition to their combat abilities, the Arcanum Vanguard possesses a deep knowledge and understanding of magic. They seek to educate the public about the dangers of magic while also promoting the benefits of responsible magic use. They are passionate about their work and will stop at nothing to protect the people they have sworn to defend.

Anti-Magic Strike

Beginning at 3rd level, the fighter gains the ability to infuse their strikes with anti-magic energy, this allows them to ignore nonmagical bludgeoning, piercing, and slashing damage resistances, and treat immunity to nonmagical bludgeoning, piercing, and slashing damage as a resistance.

Knowledge of Magics

You gain proficiency in history and arcana skills.

Magic Breaker

At 7th level, the fighter gains the ability to make a magic breaker attack as part of their Attack action. When they make a magic breaker attack, the fighter can choose to forgo dealing damage to instead force the target to make a Constitution saving throw (DC equal to 8 + the fighter's proficiency bonus + the fighter's dexterity or strength score). If the target is a spellcaster, they must make the saving throw or lose concentration on any spells they are currently concentrating on.

The fighter can use this ability a number of times equal to their Constitution modifier (minimum of 1) per short rest.

Arcana Insight

At 10th level, the fighter gains advantage on Intelligence (Arcana) checks made to identify the abilities or properties of magical creatures or objects. Additionally, the fighter can use their reaction to identify the spell being cast when a spell is cast within 60 feet of them. If they succeed on the Intelligence (History) check with a DC equal to the spell's level + 10, they know the name of the spell, its effects, and its school of magic. If the fighter can properly identify the spell, they gain advantage on any saving throws made against that spell. The fighter can use this ability a number of times equal to their Intelligence modifier (minimum of 1) per long rest.

Magic Negation

At 15th level, the fighter gains the ability to nullify magical effects within a certain radius. They can choose one of the following options:
- Magic Suppression Field: The fighter can create a 10-foot-radius sphere where magic is suppressed as an action. Any spells or magical effects within the sphere are suppressed and cannot be cast or used, and magical weapons lose their magical properties. The sphere lasts for 1 minute and can be used once per long rest.
- Counter-Magic Strike: The fighter can use their reaction to make a counterspell strike when a spell is cast within 60 feet of them. The fighter makes an attack roll against the spellcaster using their weapon or unarmed strike. The attack automatically succeeds unless the spell is 4th level or higher. If the spell is higher level, you make a DC of 10 + the spell's level. This can be used a number of times equal to your intelligence modifier (minimum of 1).

Mystic Mastery

Starting at 18th level, you gain the ability to absorb magical energy and use it to enhance your own physical abilities. Whenever you successfully counter or nullify a spell, you gain temporary hit points equal to the level of the spell. Additionally, you have nine charges that reset on a long rest. You can gain a charge whenever you absorb or counter a spell using your Magic Negation ability. You can use these charges to enhance your attacks and abilities, spending one charge per use. The following options are available:
- Spellbreaker Strike: you can spend two charges to make a Spellbreaker Strike. When they do so, you make a melee weapon attack. If the attack hits, the fighter deals an extra 2d10 force damage and the target must make a Constitution saving throw (DC equal to the fighter's Strength or Dexterity modifier + proficiency bonus) or be knocked prone.
- Arcane Leap: you can spend a charge to make an Arcane Leap. When you do so, you can teleport up to 30 feet to a spot you can see as a bonus action. You can make a melee weapon attack as part of this teleport.

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