Base Class: Fighter
Mage-Breakers are an elite order of warriors built from the ground up by the devastating Iron Sigil formerly magically endowed individuals who give up their magic for the ability to severe and destroy the magic connection of others. A powerful force on the battlefield where mages wreak havoc against armies, they work to undermine the effectiveness of even the most potent spells often times using magically imbued objects to counter the magic of others.
Anti Magic Point
your training allows you to harness the mystic energy of anti magic. Your access to this energy is represented by a number of anti magic points. Your fighter level determines the number of points you have, as shown in the Anti Magic Points table
You can spend these points to fuel various Mage Breaker features. You start knowing three such features: Magic Sealing Blade, Anti Magic Slash, Arcane Seeker and Anti Magic Zone . You learn more Anti Magic features as you gain levels in this class.
When you spend an Anti Magic point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Anti Magic back into yourself. You must spend at least 30 minutes of rest meditating to regain your Anti Magic points.
Some of your Anti Magic features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Constitution modifier
Magic Sealing Blade
When you choose this class at third level you are granted a weapon made from Cione steel a unique metal that harnesses the powers of magic sealing it inside of itself, every dawn your blade is filled with three charges when a magic attack is made against you may within 30 feet that targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll. You make a Constitution saving throw. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses you automatically you can expand one Anti Magic Point to seal the spell inside your spell absorbing it all together
Arcane Seeker
By expanding an anti magic point you can cast detect magic at will, by expanding a point you can increase the radius by 10ft
Anti Magic Slash
By spending an anti magic point you can remove one of your sealed spells from your blade and make a ranged spell attack upto 120ft away dealing 1d10 damage
Anti Magic Zone
You can expand 1 Anti Magic point to make a 30ft zone of anti magic when a spell is cast into the zone you may expand an anti magi point equal to the spell level in order to instantly end the spell
Anti Magic Blade
Upon reaching this level you learn to feed corrupt magical energy into your weapon all attacks you make with a weapon are now treated as magical
Arcane Binds
By expanding 2 Anti Magic points you create a binding set of chains that trap up to 3 targets you can see within 30 feet at the start of each targets turn they can make a Constitution saving throw DC equal to 10 + your constitution modifier on a success they are free while bound they cannot move or make magic attacks, breath weapons classify as a magic attack
Arcane Rebuke
Your extensive understanding of the arcane has given you power over those weak in the arcane. If the last action an enemy used was to cast a spell, spend 1 AM point to give up to 3 allies within 30ft that you can see and who can see the enemy advantage to attack roles against that enemy, until the enemy does an action other than spell casting
Arcane Devour
You learn to absorb the magic of powerful foes in exchange for immediate power. When you reduce a creature to 0 hit points with an attack, kill the creature, and they have a challenge rating of 15 or above, you regain all of your expanded anti magic points .
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