Base Class: Fighter
The city of Thale is rife with crime, though most choose to look the other way. When a criminal becomes known, it is the marshals that hunt them down and bring them in for trial. Sometimes, however, a criminal eludes the authorities because of their skill with magic. When this happens, the sealers are called to the hunt.
These capable combatants specialize in the capture and elimination of practitioners of magic. Magicians walk the streets with fear when a sealer is on the prowl as they are capable of rendering their magic useless.
Anti-Mage
Starting at 3 level when you choose this archetype, You have advantage on saving throws against spells and other magical effects.
You also gain proficiency with the Arcana skill, if you weren’t already proficient.
Anti-Magic Bolt
Beginning at 3 level when you choose this archetype, you gain the ability to destroy magical effects on your enemies. Using your action, you fire a crackling bolt of energy at a creature within 120 feet of you. Make a ranged spell attack using Constitution as your spellcasting ability modifier. This attack has advantage against a creature that is under the effect of a spell. On a hit, the target takes 1d6 force damage and any spell of 1 level or lower on the target ends. For each spell of 2 level or higher on the target, make a Constitution check. The DC equals 13 + the spell’s level. On a successful check, that spell ends.
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses after you finish a short or long rest.
The damage of this ability increases when you reach certain levels in this class: 2d6 at 5 level, 3d6 at 11 level, and 4d6 at 17 level.
Seal Magic
Starting at 7 level, your attacks put immense pressure on the magic surrounding your enemies. Whenever you hit a creature with a weapon attack, if it is carrying any magic items or is under the effects of a spell or other magical effect, you can cause that creature to make a Constitution saving throw. On a failed save, all magic effects, spells, and items on that creature are suppressed and the creature cannot cast spells until the end of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses after you finish a long rest.
Abjure Magic
Starting at 7 level, You may cast Dispel Magic without expending a spell slot. The level of the spell when cast this way is equal to your proficiency bonus. Once you use this feature, you can’t use it again until you finish a short or long rest.
Mage Hunter
At 10 level, you’ve become a hunter of all things magical. When a creature within 15 feet of you that you can see or hear casts a spell, you can use your reaction to move up to your movement toward the creature and make a melee weapon attack against that creature. If the attack hits, the creature must make a concentration check with disadvantage or lose the spell.
In addition, your passive perception increases by 5 for the purposes of locating a creature casting a spell or under the effects of a spell.
Mind Rupture
At 15 level, you’ve gained the ability to psychically assault those that practice magic. Using your action, you can force a creature within 60 feet of you that you can see to make an intelligence saving throw. On a failed save, the creature takes 6d8 Psychic damage and is stunned until the end of your next turn.
If the target creature doesn’t possess a feature that allows it to cast spells, they are unaffected by this ability.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Siphon Magic
Upon reaching 18 level, whenever a magical effect is suppressed or ended as a result of a spell you cast or a feature of this class, for each effect ended or suppressed, your next successful weapon attack or Anti-Magic Bolt deals an additional 1d6 Force damage. This damage stacks with itself if multiple effects are ended or suppressed before a successful attack is made.
Previous Versions
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10/12/2021 8:14:56 PM
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