Fighter
Base Class: Fighter

You or someone close to you was attacked by a magic user, which caused some arcane energy to remain in your body. After searching for tools for your revenge, you found a hunter whom you convinced to teach you the lost art of writing runes, which are capable of absorbing part of the magical power of certain magical individuals.

Level 3: Spell Thief

Starting at level 3 you can steal part of the magical power of a spell. When a creature you can see that is within 30 feet of you makes a damage roll for a spell of 1st level or higher, you can use your reaction to subtract 1d6 from that result. You cannot reduce it to less than 1 point of damage. After that, as a bonus action, you can imbue your weapon with the magic you stole, making it magical in terms of vulnerabilities and adding 1d6 of the same type of spell damage to all your attacks until the end of your next turn. Both dice increases to 3d6 at 5th level, 3d8 at 10th level, and 3d10 at 15th level.

Level 3: Anti Magic

Starting at level 3 you are better at locating magic users. You can cast “Detect Magic” as a 1st level spell, and if you manage to detect energy the spell also allows you to see a faint trace of the person who cast it. You can use this feature a number of times equal to your proficiency bonus. All uses reset after a long rest.

Level 7: Relics

Starting at level 7 you can imbue magic into your items. You can choose an amulet, a weapon and armor to be imbued with special magic. You can use each of these effects once per long rest.

Amulet: In your daily preparations, designate a 2nd-level spell from the list of spells available to the mage; you can use an additional action, regardless of whether the spell requires an action, to cast it without expending spell slots.

Armor: You can use your reaction to speak the words you determine above so that the armor emits a protective aura around you. You can choose to increase your AC by 2 only for spell attack rolls or add a +2 to any saving throw you must make due to spell effects.

Weapon: You can use a bonus action to have the weapon's runes imitate a faint glow within 20 feet of the color you prefer, to gain an additional +1 to all attack rolls with it (regardless of whether it is a magical weapon), and to increase its range by 5 feet.

Level 10: Counterspell

From level 10 you can use your reaction to roll any number of dice of 10 + your warrior level and with that you can reduce the damage of a spell you are the target of. If you reduce the damage to 0 you can, with the same reaction, force the caster to make a DEX saving throw with DC equal to the caster's. If he fails he takes half the damage, if he succeeds none. Your dice pool is 3, increasing to 4 at level 15 and 5 at level 18.

Level 15: Magic Nature

Starting at level 15, you can interrupt an opponent's flow of magic. The instant you hit a creature you can use your bonus action to magically place a rune on its body. When the creature with the rune casts a spell of 1st level or higher, it must succeed on a saving throw of the attribute it used to cast magic equal to its caster DC or be unable to perform the action. Additionally, he has disadvantage on all saving throws to maintain the concentration of a spell. The rune lasts for one minute or until you lose concentration.

Level 18: Critical Step

Starting at level 18 you can use the magic around you to be more resistant and cross distances. You can use your reaction to gain advantage on the next saving throw you make due to a hostile creature's effect, and if you succeed, you can immediately teleport up to 30 feet to an unoccupied space you can see and then perform an attack roll on an enemy within your range.

Previous Versions

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11/22/2024 1:34:06 AM
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