Base Class: Fighter
Where others revere arcane power, you were forged to break it. Whether knighted by ancient fey, blessed by primordial forces, or cursed to defy magic itself, you have become an anomaly—a warrior who defies the unnatural. Spellcasters tremble at your presence, for your very spirit disrupts the Weave.
Level 3: Arcane Dissonance
You gain the ability to disrupt magic near you. When a creature within 5 feet of you casts a spell, you can use your reaction to attempt to interrupt it. The caster must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failure, the spell is wasted and has no effect. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Additionally, you learn Detect Magic, but it only functions within 10 feet of you and does not require concentration. It manifests as a tingling pressure in your skull when active.
Level 7: Wyrd-Rebuke
When you are hit by a spell or magical effect (including a magic weapon), you can unleash a backlash of anti-magic. As a reaction, choose one of the following effects:
- The attacker takes force damage equal to your Wisdom modifier + your Fighter level (no save).,
- The attacker must succeed on a Strength saving throw (DC = 8 + Proficiency + Wisdom) or be pushed 10 feet away and fall prone.,
You can use this reaction a number of times equal to your Wisdom modifier, regaining uses on a long rest.
Level 10: Null Pulse
You emit a burst of nullifying energy. As a bonus action, you create a 15-foot aura centered on you for 1 minute. While active:
- Enemies have disadvantage on Concentration checks within the aura.,
- Any spell cast within the aura requires the caster to succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier), or the spell fizzles and is wasted.,
- You are aware when a spell is cast in the aura, even if you can’t see the caster.,
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend two uses of Arcane Dissonance to activate it again.
Level 15: Banish the Unreal
When you strike a creature, you can attempt to temporarily banish magical protections or effects upon it. Once per turn, when you hit a creature with a weapon attack, you may force it to make a Constitution saving throw (DC = 8 + Proficiency + Wisdom). On a failure:
- One magical effect on the creature (such as Haste, Fly, Shield of Faith, or a summoned entity) is dispelled.,
- If the creature is under a magical transformation (like Polymorph or Alter Self), that form is ended.,
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Level 18: Break the Weave
Your presence warps the arcane around you. You gain the following benefits:
- Spells have disadvantage to target you directly unless you are incapacitated.,
- When a creature you can see casts a spell, you can use your reaction to move up to half your movement and make one melee weapon attack. If it hits, the caster must succeed on a Constitution saving throw or the spell automatically fails.







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