Base Class: Fighter
Spellbreaker is an elite specialization for the warrior unlocked with the Path of Fire Expansion. The original spellbreakers were Elonian Sunspears. Palawa Joko defeated the Sunspears and their symbol, and everyone found wielding a spear would be put to death. The remaining Sunspears broke their spears and reforged their spearheads into daggers. They trained in secrecy and learned how to break magic itself. Spellbreakers sacrifice damage in exchange for control, they have a smaller adrenaline bar and weaker Burst attacks than a traditional warrior but, in exchange, have learned to Full Counter attacks to completely negate their damage and deflect them back to their opponent.
Remnant Magic
At 3rd level, your understanding of the weave has granted you a place within it, gaining the ability to strip some power from it.
Remnant Magic
When a spell of first level or higher targets a creature or area within five feet (Ex. Guiding Bolt, inflict wounds), or the spell is cast within five feet of you, you can harness some of the magical remnant from the magic. You can store a number of remnant charges equal to your proficiency bonus + your intelligence modifier, assuming your int modifier is not negative. Your place within the weave guarantees you will have all your remnant charges after a long rest.
Weave Manipulation
You can expend stored remnant magic to produce different magics and abilities, using magical knowledge only spell breakers possess. You start off knowing two weave manipulations and learn two additional weave manipulations at level 7, and one additional weave manipulation at levels 10, 15, and 18.
The weave manipulation available to you are listed alphabetically below. A level prerequisite refers to the level of this class.
Anti Magic
Prerequisite: 18th level
Once a day as an action, you may cast the spell Antimagic Field. You are unaffected by the effects of the spell.
Arcane Protection
When you are hit by an attack, you may use a reaction and spend a remnant charge to increase your AC by 2 till the start of your next turn, including the triggering attack. If the triggering attack blocked was a spell, and the AC increase caused it to miss, gain temp HP equal to the spell level (Cantrip counts as first level 1). This temp HP does not stack.
Break Enchantments
Prerequisite: 10th level
As a bonus action, you may spend two remnant points to enchant your weapon for 1 minute. When your next attack hits, you may choose one magical effect the creature is under and break it, causing any of the conditions that result in the effect ending (Ex, haste causes the creature to be stunned when over). If the spell level is higher than one-fifth of your fighter level, you must pass an intelligence check equal to 10 + Spell Level. After a successful use of the enchantment, the enchantment on your weapon fades. Once a creature is targeted by this effect, regardless of success, the same creature may not be targeted by this effect till the end of your next turn, though you may still attack the creature as normal.
Featherfoot Grace
As a bonus action, spend 2 remnant to add 5 times your proficiency bonus to your movement; spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. While under the effect of this feature, you are unable to gain remnant. Also, being under this effect has the same properties as concentrating on a spell.
Ride for Two
When a creature casts some form of teleportation magic within 30 ft of you, you may use your reaction and spend a remnant point to follow the teleport up to 90 ft, appearing the same distance away from the creature as you were before the teleport, or the closest open space to that location.
Sight Beyond Sight
Prerequisite: 7th level
As an action, spend 1 remnant to gain true sight in a 5 ft radius around your current area. Choose one opponent in this area and mark them, gaining advantage on your next attack against that target. If the foe you mark was revealed due to the true sight, your next attack against that target is also a critical hit if your next attack hits.
Spell Ward
As a bonus action, use two spell remnants to grant a creature other than yourself a spell ward for one minute. Grant them temp hp equal to Prof Bonus * 4 + INT Mod. This temp hp can only be damaged by magical damage. While under the effect of the ward, the creature has advantage on saving throws against all spells and a +2 AC against spell attacks. The effect ends when the duration is over, or the temp hp is depleted. Only one creature may be affected by a spell ward at a time.
Stolen Knowledge
Gain two cantrips from the wizard spell list; you can cast these at will. Additionally, you may choose one 1st-level spell from the wizard spell list, requiring 2 remnant to cast. Your spellcasting ability for these spells is Intelligence.
Truly Indomitable
Prerequisite: 10th level
When you make a saving throw, you can expend one charge of remnant magic to gain a bonus 1d8 to your saving throw.
Weak Weave Nullification
Prerequisite: 15th level
As an action, spend 3 remnant points to gain damage immunity to spells 4th level and lower. You are considered concentrating whilst this effect is active.
Weave Conducter
Prerequisite: 7th level
After using your Weave Tearer ability, instead of gaining temp hp, grant a creature other than yourself the spell slot.
Mage Counter
At 3rd level, experience in dealing with sorcery has given you the upper hand. Gain proficiency in one of the following saving throws: Intelligence, Charisma, or Wisdom. You choose an additional one at level 10.
Charisma
You Gain Proficiency in Charisma Saving Throws.
Intelligence
You Gain Profiency in Intelligence Saving Throws.
Wisdom
You Gain Proficiency in Wisdom Saving Throws.
Arcane Knowledge
At 3rd level, your dealings in the fight against the arcane have granted you additional knowledge regarding it. You gain proficiency in the Arcana Skill.
Magical Insight
At the 7th level, tap into your inner connection of magic and its workings. You gain the ability to cast the spell Detect Magic at will. Additionally, you also learn the spell Identify, which you can cast an amount of times equal to your int mod. You restore all charges on a long rest.
Weave Tearer
Starting at the 7th level, as a bonus action, you may spend up to an amount of remnant points equal to one-fourth of your fighter class level to enchant your next attack. Your attack does 1d8 additional force damage per remnant points per attack. Additionally, if the creature you're attacking has spell slots, the creature must make a constitution saving throw against your spell save DC; if they fail, steal a spell slot from them, less than or equal to the amount of remnant points used. Afterwards, gain temp hp equal to 5 * the spell level. Once a spell slot is taken from a creature, they cannot have any more spell slots of the same level taken from them for the next 24 hours.
Spell Breaking
At 10th level, you can cast Counterspell or Dispel Magic. When you successfully counter a spell or dispel a magical effect, you gain a number of charges of remnant magic equal to half of the spell's level (rounded down). You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest. You can expend additional uses to increase the level of the Counterspell or Dispel Magic spell by one level per additional use spent. You cannot capture remnant magic directly from your casting of Counterspell or Dispel Magic.
Anti-Magic Wave
At 15th level, as an action, you can consume 5 charges of remnant magic to unleash an anti-magic wave in 10-foot radius centered on you. All creatures within the area must make a constitution saving throw against your spell save DC. On a failed save, the creature takes 5d10 force damage or half as much damage on a successful save. If a creature fails the saving throw it can't use its reaction until the end of your next turn. Additionally, if the creature fails the saving throw, If the creature attempts to cast a spell with a casting time of 1 action on its next turn, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
Arcane Reflection
Starting at level 18, when you successfully counter a spell using your spell-breaking feature, you can immediately recast the countered spell as part of the reaction you used to counter the spell. Once you use this feature, you must finish a short or long rest before you can use it again.
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