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
At 3rd level, you've honed your ability to absorb and 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; 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.
Bane Of Magic
At 10th 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.
Instinctive Absorption
At 15th 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.
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.
Comments