Base Class: Fighter
You use your combination of martial arts and arcane knowledge to hunt and stop spell casters. As you gain levels in this subclass you will gain more abilities to detect and effectively deal with magic using foes.
Anti-Magic Foundation
When you choose this archetype at 3rd level, you learn anti-magic abilities that are fueled by special dice called anti-magic dice.
Anti-Magic Dice. You have two anti-magic dice, which are d8s. An anti-magic die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest.
You gain another superiority die at 7th, 15th, and 18th level.
Saving Throws. Some of your anti-magic abilities require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Anti-Magic save DC = 8 + your proficiency bonus + your Intelligence modifier
Know Your Enemy
At 3rd level, you gain proficiency in Arcana.
Arcane Eye
You may expend an anti-magic die to cast detect magic with only the verbal component (but not as a ritual). In addition, while concentrating on detect magic you can take 2 minutes to focus your arcane eye on an object to discern if it has been altered by Magic Aura, or an area to discern if magic has been used there recently (in the past 24 hrs). An investigation or arcana check will help your GM determine how much you can glean beyond the fact that magic was used (such as the school of magic, whether it was cast on an object, creature, or area, or how long ago the magic was used).
Anti-magic shell
Roll 1 anti-magic die, you negate twice the amount rolled plus your int modifier. In addition, make a spell attack (using Int as your spell casting modifier) on a hit, you reflect the damage blocked back at the caster.
Counter Magic
You may expend an anti-magic die to cast counterspell or dispel magic at lvl 3. You may cast these spells even while holding weapons or a shield in both hands.
Magic Fortitude
Starting at 15th level in this class, you may expend an anti-magic die if you are forced to make a saving throw from a spell. Roll the die and add it to your save.
Anti-Magic Flow
If you roll initiative and have no anti-magic dice left, you regain 1.
Preventative Strike
At 18th level, when you hit an enemy with a weapon attack, you may expend an anti-magic die to make the target make an Intelligence saving throw against your Anti-magic save DC. On a failure, roll the die, and they lose a spell slot of the corresponding level (if they have no spell slots of that level, continue dropping the level until a spell slot is lost). They can only lose spell slots this way once per round, and for the next minute after the first failure they have advantage on this saving throw. On a successful save, nothing happens.
Anti-magic pinnacle
Starting at 18th level in this class, you may expend 2 anti-magic dice to cast anti magic field centered on yourself.
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