Fighter
Base Class: Fighter

Magic is outlawed on the planet Pendulum. These are the soldiers who regulate its use and punish those who abuse it.

Know Your Enemy

You have been trained to recognize and neutralize enemy spellcasters. When you choose this subclass at 3rd level, you gain proficiency in the Arcana skill. You can use this skill as part of your Mage Slayer's Armaments reaction to determine what components the spell being cast is using.

Mage Slayer's Armaments

You have somehow become attuned to a set of Mage Slayer's Armor. Whether through training or simply time and exposure, this armor's features are now available to you. When you choose this subclass at 3rd level, you gain the following abilities:
-When a creature within 30 feet casts a spell that requires Verbal, Somatic, or Material components, you may use your reaction to hinder their spellcasting ability. When you take this reaction, make an Arcana check against the caster's spell save DC. On success, you know what components the spell uses. On a failure, you can't be certain. After this roll, make a thrown weapon attack against the caster with proficiency. On a hit, choose a component to disable until the end of your next turn. If the spell being cast used one of these components, the spell is countered. The caster cannot cast spells using this component until the effect ends, or if they use their action to remove your binding. You can use this feature 3 times, and you regain all expended uses when you finish a long rest.
You gain extra uses of this feature at 5th, 11th, and 17th levels
-The armor is warded against magic. You have +2 AC vs spells that require a spell attack roll.

Mage Slayer's Bulwark

Your understanding of the armor's capabilities deepens. At 7th level, whenever you are targeted by a damaging area of effect spell, if you would normally take half damage on a successful save, you instead take none. On a failed save, you take half damage.
You also gain advantage on saving throws to resist magical Charm, Sleep, and Paralysis effects

Intercede

At 10th level, when a creature within 15 feet of you casts a spell, your armor allows you to use your reaction to teleport to an adjacent space and make an attack targeting that creature. On a hit, the target is prevented from using one spellcasting component of your choice, as if affected by Mage Slayer's Armaments. This ability consumes one use of Mage Slayer's Armaments.

Spell Reflect

You can manipulate the flow of magic that gets too close to you. When you are the target of a spell that requires a spell attack roll, you can use your reaction to reflect the spell as long as it is 3rd level or lower. You can spend uses of Mage Slayer's Armaments to increase this threshold, up to a maximum of 7th level. Make a spell attack roll using INT as your spellcasting modifier, targeting the original caster. On a hit, the spell does half damage.

Burn the Witch

At 18th level, you can single out one enemy for righteous destruction. Once per short rest, you can grant all allies within 60 feet advantage and maximized damage on attacks against a single creature that you have marked until the end of your next turn. Once you use this ability, you cannot use it again until you complete a short rest.

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