Fighter
Base Class: Fighter

Warriors who have committed their lives to the unrelenting pursuit and annihilation of misused magical powers are known as spellbanes. Driven by a deep- seated desire to protect their comrades and kingdoms from the perils of magic, they put in endless hours of training to identify, withstand, and eventually repel the spells of their enemies. Spellbanes, adept in both martial arts and arcane knowledge, are the watchful defenders who serve as the main barrier against dangerous arcane powers.

Arcane Absorption

redirect the energies of unusual attacks, turning them against your foes. Whenever you take damage that is not of the piercing, slashing, or bludgeoning type, you can use your reaction to tap into your innate spellbane resilience. Roll 1d6 + your proficiency bonus; the damage you take is reduced by the amount rolled. Additionally, the first successful weapon attack you make during your next turn deals an extra 1d6 damage of the absorbed damage type. The damage reduction and bonus damage both increase to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Mental Fortitude

At 7th level, your resolve against magical manipulation grows ever stronger. You gain proficiency in Wisdom saving throws if you do not have it already. Additionally, you have advantage on saving throws against being charmed or frightened.

Instinctive Absorption

At 10th level, your mastery over magic absorption becomes effortless and instinctive. Using Arcane Absorption no longer consumes your reaction.
However, the bonus damage from Arcane Absorption does not stack, and its damage type is determined by the last damage type you've absorbed.

Bane of Magic

At 15th level, your expertise in countering magic reaches new heights. You gain the Mage Slayer feat. Alternatively, you can choose a second option from the Fighting Style class feature instead.

Fighting Initiate

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

 

Counterflux

At 18th level, your mastery over countering magic allows you to deflect incoming spells with uncanny precision. As a reaction to you or an ally within 30 feet of you being targeted by a spell, you can attempt to deflect the spell back at the caster.
The caster must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the spell is reflected back at the caster, targeting them instead. On a successful save, the spell continues to target its original target.
You count as an effective caster of the reflected spell, using the spell attack bonus and spell saving throw DC of the original caster.
You can use this ability once per long rest, and if the caster succeeds on the saving throw, the use of this ability is not expended

Spellbane Image

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