Fighter
Base Class: Fighter

Clockwork fighter hates spells and stuff. all my homies hate mages, this post made by anti mage gang.

mostly proof of concept, i will eventually iterate more, but this is so i can send it back and forth with some buddies for balancing.

Anti-Grouping Measures

At 3rd level, when you are subjected to an area of effect, you can, as a reaction, allow all allies within 15ft. to move half of their movement.

Anti-Mage Techniques

Upon choosing this archetype at 3rd level, you gain proficiency in Arcana and Religion. You have advantage on skill checks related to countering the powers of mages and extraplanar entities.

Balanced Tactics

After you choose this archetype at 3rd level, when a creature you can see within 60 feet of you has advantage or disadvantage, you can use your action to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Trivial Turnback

At 7th level, when subjected to a magical effect that causes you to make a Strength or Dexterity saving throw, you can use your reaction to make an Acrobatics or Athletics check with a DC equal to the Save DC of the magical effect. If you succeed you succeed the saving throw, and you reflect the effect as pure magical energy in a 60 foot line.

Creatures caught in the line must make a Dexterity saving throw with the DC equal to 8 + (Constitution Mod) + Proficiency, on a success they take half damage, on a failure they take 2d6 force damage per spell level.

Planar Protections

At 15th level, when you activate your Second Wind, Action Surge, or Indomitable features, you are granted the effects of a protection from evil and good spell for 1 minute.

Strange Transposition

At 15th level, you gain the ability to thwart someone else’s magic. When you see a creature teleporting within 60 feet of you, you can use your reaction to try to foil it. The creature must succeed on a Wisdom saving throw with the DC equal to 8 + (Constitution mod) + Proficiency, or its teleport targets a point or creature of your choice. If you do not choose a target, the teleport fails.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Witch Hunt

At 18th level, you can use your actions to give a number of creatures equal to your proficiency bonus advantage on saving throws against spells and other magical effects.

You can use this feature once every short or long rest.

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