Fighter
Base Class: Fighter

Some fighters, realizing the inherent weakness their fighting style has against magic, decide to educate themselves and train both physically and mentally against the arcane. In doing so, they pick up on some magical tricks and learn to quell their enemies' abilities through sheer force of will.

Arcane Inquisition

When you take this archetype at 3rd level, you learn your first Inquisition spells, which you cast using Charisma. If one of your Inquisition spells requires a saving throw, use the following DC: 8 + your proficiency modifier + your Charisma modifier. You do not have to use material components to cast these spells. Once you cast an Inquisition spell, you can't cast it again until you complete a long rest.

Magical Education

 

Also at 3rd level, you gain proficiency in the Arcana skill and on Wisdom saving throws.

Trained Resistance

 

Starting at 7th level, you have advantage on saving throws against spells and other magical effects.

Retaliation

 

Starting at 10th level, whenever a creature you can see casts a spell, you may use your reaction to make a weapon attack against that creature. That creature must succeed on a Constitution saving throw against the following DC or its spell fails:

8 + your proficiency bonus + your Charisma modifier

Spell Breaker

 

Starting at 15th level, if you hit a creature with a weapon attack while it's concentrating on a spell, it has disadvantage on the Constitution saving throw it must make to maintain concentration.

Radiant Mundanity

At 18th level, you can use a bonus action to summon an aura that radiates outwards from you in a 30-foot-diameter sphere. Every creature of your choice in this aura has advantage on saving throws against spells and other magical effects. This aura lasts for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Mageslayer Image

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