Fighter
Base Class: Fighter

The archetypal Spell Fencer harnesses the power of elemental magic to improve physical prowess. Although they are not practitioners of magic, they are capable of utilizing the elements through magical scrolls, giving them an edge over both traditional warriors and specialists of magic. They are graceful and disciplined fighters, with their specialty of disrupting magic making them capable of overcoming even the strongest of magicians.

(Note: This subclass is loosely based on and themed around Bravely Default's Spell Fencer job)

Imbue Weapon

When you choose this archetype at 3rd level, you learn to imbue your weapon with elements by using scrolls.

As a bonus action, you may use a scroll, causing the words to fade and for it to crumble to dust. The scroll must contain a cantrip or spell that deals a damage type of one of your "imbues" which are detailed below. Your weapon then becomes imbued, converting its damage type and dealing additional damage to that of the chosen imbue. The imbue lasts until you finish a short or long rest, and only one imbue may be active at a time. You can end an imbue at any time without using an action.

When an imbue is in effect, attacks you make with this weapon are magical. They also deal an additional 1d6 damage of your chosen imbue. This damage increases to 1d8 at 7th level, and increases again to 1d10 at 15th level.

Imbues

Imbue Flames. Your weapon's damage is converted to fire damage.

Imbue Frost. Your weapon's damage is converted to cold damage.

Imbue Shock. Your weapon's damage is converted to lightning damage.

 

You gain the following imbues at 7th level.

Imbue Poison. Your weapon's damage is converted to poison damage.

Imbue Thunder. Your weapon's damage is converted to thunder damage.

Imbue Acid. Your weapon's damage is converted to acid damage.

 

You gain the following imbues at 15th level.

Imbue Holy. Your weapon's damage is converted to radiant damage.

Imbue Dark. Your weapon's damage is converted to necrotic damage.

Imbue Fear. Your weapon's damage is converted to psychic damage.

Imbue Silence. Your weapon's damage is converted to force damage. Additionally, your weapon has the constant effects of Dispel Magic. When you strike a creature or object affected by a magical effect with your weapon, it is treated as you having cast Dispel Magic on it as a 3rd-level spell. Use Intelligence as your spellcasting stat, and do not add your proficiency modifier. This effect only activates against a creature or object once per round.

Scroll Comprehension

When you choose this archetype at 3rd level, you gain proficiency in Arcana. Additionally, you are capable of comprehending any scroll you read, although you remain unable to cast spells from them if they are not on your spell list.

Improved Imbue Weapon

Starting at 7th level, the additional damage from your Imbue Weapon feature is increased to d8. Additionally, you gain access to Imbue Poison, Imbue Thunder, and Imbue Acid.

Anti-Magic Armor

Starting at 10th level, you gain proficiency in Wisdom saving throws.

Additionally, while you are holding a weapon that is under the effects of your Imbue Weapon feature, you gain resistance to the damage type your weapon is imbued with.

Improved Imbue Weapon

Starting at 15th level, the additional damage from your Imbue Weapon feature is increased to d10. Additionally, you gain access to Imbue Holy, Imbue Dark, Imbue Fear, and Imbue Silence.

Anti-Magic Zone

Starting at 18th level, you can create a field of antimagic. Until the start of your next turn, a 30-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 spell ends, the sphere moves with you, centered on you. You cannot use this feature again until your finish a long rest.

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.

The effects are similar to that of the antimagic field spell, and specific effects on certain spells or magic are ruled the same.

Yourself and any items on your person that you are carrying are immune to the effects of your antimagic field. Additionally, any willing creatures within the field you choose are also immune to the effects of your antimagic field, as are the items they are carrying. A creature immune to the effect of your antimagic field is capable of casting spells inside the antimagic zone, and the effects of their spells will not be negated like that of a spell cast inside or entering the field from that of an affected creature.

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