I made a homebrew fighter subclass focused on defeating spellcasters. Any feedback on balance, wording, etc. is much appreciated.
Spellslayer
Spellslayer fighters are specialized warriors that devote their combat prowess to defeating spellcasters. While many ordinary swordsmen are outshined by wizards and sorcerers, spellslayers can overcome almost any magic-user that stands in their way.
Supernatural Defense
Beginning when you choose this archetype at 3rd level, when you take damage from a spell who's source you can see, you can use your reaction to reduce the damage by an amount equal to twice your fighter level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Countering Blows
Starting at 7th level, your attacks can weaken the magic of spellcasters. When you hit a creature that can cast spells with a weapon attack, you can choose to impart one of the following effects on it:
Breaking Blow. The next time the creature tries to cast a spell before the start of your next turn, it must succeed on a saving throw with its spellcasting ability or fail to cast the spell and have its spell slot (if any) wasted. The DC of this save is equal to 8 + your proficiency bonus + your Charisma modifier. Diminishing Blow. Roll a d8. The result is the highest level spell the creature can cast until the start of your next turn. Disrupting Blow. The creature has disadvantage on its next saving throw to maintain concentration on a spell. Weakening Blow. The creature's spell save DC is reduced by 1d6 until the start of your next turn.
You can use your countering blows a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest.
Magic Resistance
At 10th level, you have advantage on saving throws against spells and other magical effects.
Destroyer of the Occult
Starting at 15th level, when you hit a creature that can cast spells with a weapon attack, it takes additional damage equal to your Charisma modifier (minimum of 1). In addition, if you spend a long rest studying a magic item, you learn how to destroy it, if it can be destroyed.
Hex Reflection
At 18th level, you can deflect spells and turn them against their casters. When you're targeted with a spell that affects only you who's source you can see, you can use your reaction to suffer none of the spell's effects, and the caster instead becomes the spell's target. If the spell requires concentration, you are treated as the caster for the purpose of maintaining concentration.
Once you use this feature, you can't use it again until you finish a long rest.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
So the stereotypical mage slayer(I've seen too many failed attempts at it) is focused on killing wizards, but the names of this subclass' abilities seem more warlock focused. No criticism there, just an observation.
So the stereotypical mage slayer(I've seen too many failed attempts at it) is focused on killing wizards, but the names of this subclass' abilities seem more warlock focused. No criticism there, just an observation.
I tried, but there are only so many synonyms for "spell" and "magic".
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
other than that I like it. this is better than my mage slayer fighter.
It's not that overpowered, since you're almost never going to negate a spell's full damage. I also wanted to create a fighter that isn't a magic user. They defeat mages because of training, not because of magic.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
other than that I like it. this is better than my mage slayer fighter.
It's not that overpowered, since you're almost never going to negate a spell's full damage. I also wanted to create a fighter that isn't a magic user. They defeat mages because of training, not because of magic.
I don't see giving a mage slayer fighter dispel magic, counterspell, or antimagic field as magic. I see it as the not using magic, but using martial prowess to block a spell, end a spell, or stop spells from being cast. then I just say "it can cast the spell" instead of actually writing it out, to save space and time.
but do whatever with your mage slayer.
I really like countering blows, especially diminishing.
No issues really spring to mind. I would sharpen the language of Hex Reflection, though. Does that include spells like Fireball as well, or just more utility-style spells such as Hold Person?
No issues really spring to mind. I would sharpen the language of Hex Reflection, though. Does that include spells like Fireball as well, or just more utility-style spells such as Hold Person?
Nice catch, thanks! I should probably specify that it has to target only you.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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I made a homebrew fighter subclass focused on defeating spellcasters. Any feedback on balance, wording, etc. is much appreciated.
Spellslayer
Spellslayer fighters are specialized warriors that devote their combat prowess to defeating spellcasters. While many ordinary swordsmen are outshined by wizards and sorcerers, spellslayers can overcome almost any magic-user that stands in their way.
Supernatural Defense
Beginning when you choose this archetype at 3rd level, when you take damage from a spell who's source you can see, you can use your reaction to reduce the damage by an amount equal to twice your fighter level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Countering Blows
Starting at 7th level, your attacks can weaken the magic of spellcasters. When you hit a creature that can cast spells with a weapon attack, you can choose to impart one of the following effects on it:
Breaking Blow. The next time the creature tries to cast a spell before the start of your next turn, it must succeed on a saving throw with its spellcasting ability or fail to cast the spell and have its spell slot (if any) wasted. The DC of this save is equal to 8 + your proficiency bonus + your Charisma modifier.
Diminishing Blow. Roll a d8. The result is the highest level spell the creature can cast until the start of your next turn.
Disrupting Blow. The creature has disadvantage on its next saving throw to maintain concentration on a spell.
Weakening Blow. The creature's spell save DC is reduced by 1d6 until the start of your next turn.
You can use your countering blows a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest.
Magic Resistance
At 10th level, you have advantage on saving throws against spells and other magical effects.
Destroyer of the Occult
Starting at 15th level, when you hit a creature that can cast spells with a weapon attack, it takes additional damage equal to your Charisma modifier (minimum of 1). In addition, if you spend a long rest studying a magic item, you learn how to destroy it, if it can be destroyed.
Hex Reflection
At 18th level, you can deflect spells and turn them against their casters. When you're targeted with a spell that affects only you who's source you can see, you can use your reaction to suffer none of the spell's effects, and the caster instead becomes the spell's target. If the spell requires concentration, you are treated as the caster for the purpose of maintaining concentration.
Once you use this feature, you can't use it again until you finish a long rest.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
It's not bad, but I'll probably have more to criticize when I go over it again later.
I have a weird sense of humor.
I also make maps.(That's a link)
So the stereotypical mage slayer(I've seen too many failed attempts at it) is focused on killing wizards, but the names of this subclass' abilities seem more warlock focused. No criticism there, just an observation.
I have a weird sense of humor.
I also make maps.(That's a link)
I tried, but there are only so many synonyms for "spell" and "magic".
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
supernatural defense seems a bit op. also, none of the abilities let you cast dispel magic, counterspell, or antimagic field...
other than that I like it. this is better than my mage slayer fighter.
I am an average mathematics enjoyer.
>Extended Signature<
It's not that overpowered, since you're almost never going to negate a spell's full damage. I also wanted to create a fighter that isn't a magic user. They defeat mages because of training, not because of magic.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I don't see giving a mage slayer fighter dispel magic, counterspell, or antimagic field as magic. I see it as the not using magic, but using martial prowess to block a spell, end a spell, or stop spells from being cast. then I just say "it can cast the spell" instead of actually writing it out, to save space and time.
but do whatever with your mage slayer.
I really like countering blows, especially diminishing.
I am an average mathematics enjoyer.
>Extended Signature<
Destroyer of the Occult and supernatural defense may be too powerful. Take a look at the monster slayer ranger and mage slayer feat for ideas..
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
No issues really spring to mind. I would sharpen the language of Hex Reflection, though. Does that include spells like Fireball as well, or just more utility-style spells such as Hold Person?
Nice catch, thanks! I should probably specify that it has to target only you.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.