Fighter
Base Class: Fighter

Those who take up the path of the Arcanoclast are warriors who dedicate themselves to understanding, disrupting, and weaponizing arcane power. They’ve studied the weave not to cast spells, but to unravel them. An Arcanoclast strides into battle undaunted by wizards or warlocks, breaking enchantments with brute force and deflecting eldritch energy with sheer will.

Level 3: Spellbreaker’s Resolve

  • You gain proficiency in Arcana if you don’t already have it.

  • You have advantage on saving throws against spells and other magical effects that target only you (not area effects).

  • As a bonus action, you can mark one creature within 30 feet that can cast spells or has innate spellcasting. Until the end of your next turn, you have advantage on your next weapon attack roll against that creature, and if you hit, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, it loses concentration on any active spell.

Use this feature a number of times equal to your proficiency bonus per long rest.

Level 7: Arcane Reversal

When a spell or magical effect targets only you, and you can see the caster, you can use your reaction to attempt to turn the spell back or nullify it.
Make a weapon attack roll against the caster’s spell save DC.

  • On a hit: The spell fails, and the caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 1d8 + your Fighter level force damage as the magic backlashes.

  • On a miss: You take half damage (if the spell deals damage) or have advantage on the saving throw against it.

You can use this feature once per short or long rest.
At 15th level, you can use it twice per short or long rest.

Level 10: Null Field

As an action, you create a null field around you in a 10-foot radius that lasts for 1 minute (concentration, as if concentrating on a spell).
While active:

  • Creatures of your choice in the area have advantage on saving throws against spells.

  • Any spell attack made against a creature in the area is made with disadvantage.

  • If a creature tries to cast a spell of 3rd level or lower within the area, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or the spell fails and the slot is wasted.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend an Action Surge to use it again.

Level 15: Warded Counterstrike

When you successfully disrupt or resist a spell (via Spellbreaker’s Resolve, Arcane Reversal, or Null Field), you gain Arcane Residue—raw magical energy that you can channel into your next attack.

Your weapon attacks before the end of your next turn deals an extra 2d8 force damage, and if it hits a creature concentrating on a spell, that creature makes its concentration save with disadvantage.

Level 18: Anathema to Magic

  • You are under a constant protection from magic effect (as if protected from detect magic and immune to being targeted by scrying or divination spells).

  • When a creature you can see casts a spell within 30 feet of you, you can use your reaction to force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, the spell fails and the slot is wasted.

  • Once you use this feature successfully, you can’t use it again until you don't use your reaction for a round.

Magic Allergy

Whenever you attempt to cast a spell via a scroll, or another class feature you take that spell's level d10 of Force damage that you cannot resist in anyway. (Spells granted from racial/species abilities function as normal without this drawback.)

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