Fighter
Base Class: Fighter

Anti-Magic Knights are Fighters who are trained to eliminate casters and magic of all kinds. Typically fighters of this subclass like to make sure that there are no magical shenanigans. They understand how magic works, and how dangerous it is, making sure nothing or no one has magic ever again. They study not just general magic and magical creatures but also casters. How they move and groove or walk and talk they can tell a caster by the way they order they're drink at the local tavern. 

People who become Anti-Magic Knights go through rigorous training and build skills through repetition and the drive to protect the world from magic. They typically wake up early to work out before the day begins, and they like to make sure to get a couple reps in before bed to keep up the muscle. Not all Anti-Magic Knights need much muscle though, as many used ranged options to take out the pests of the world feeding off of the Weave of Magic. 

Built Endurance

When you choose this archetype at 3rd level, you gain a pool of Endurance Dice that are explained below.

Endurance Training. You gain a pool of endurance dice equal to your Proficiency Bonus + Your Constitution Modifier.

This pool replenishes after you take a short or long rest.

Endurance Dice. When you gain this feature at level 3 your Endurance Dice are d6's.

Your Endurance dice increase to d8's at 7th, d10's at10th, and d12's at 18th level.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: ArcanaHistoryInsightAthletics, or Perception. Alternatively, you learn one language of your choice.

Training Rewards

You can choose to expend 2 Endurance Dice and choose an option from the table below:

Options Descriptions

Intimidating Presence

When you choose this option you can use a reaction to give a creature a minus to there constitution saving throw to maintain concentration equal to 2 rolls of your Endurance Dice. 

Perfected Stance

When you choose this option you can use your reaction to add a bonus to your attack rolls against a creature you saw cast a spell within the last minute. The bonus is equal to 2 rolls of your Endurance Dice

Anti-Magic 

Form

When you choose this option you can use your reaction to to add a bonus to your saving throw against a spell or magical effect that requires you to make a constitution or dexterity saving throw. The bonus is equal to 2 rolls of your Endurance Dice

Outstanding Form

When you choose this option you can use your reaction to give yourself temporary hit points after being hit by a spell but before damage is dealt. The temporary hit points are equal to 2 rolls of your Endurance Dice. 

True Magic Destroyer

Starting at 7th level, you can cast the spell Detect Magic once for free, after you use this ability you cannot do so again until you finish a short or long rest.

As well your knowledge of magic users is beyond others, and after seeing a creature cast a spell you know exactly how long they will need before they can cast another. You gain advantage against any creature you can see cast a spell until the end of the turn. 

Knowing when to, and when not to strike is what makes you dangerous, and knowing exactly where to strike to severe the weave of magic itself. Whenever you attack a creature with advantage you can choose to lose all movement as you dig your feet in the ground and stab the fabric of magic itself, making the target unable to cast spells until the end of it's next turn as it's connection to the weave reconnects. 

In addition your Endurance Dice increase to d8's

Spellpiercer

Starting at 10th level, your strikes have become so precise they can overcome most magical barriers, and your knowledge of hunting casters is greater than ever before. You gain access to these new options for your Endurance Dice.

Additionally your strikes also bypass magical resistances, your weapons ignore resistances to non-magical damage.

Options Descriptions

Advanced Strike

When you choose this option you can use a bonus action to make your weapon attacks can bypass any creature effected by Shield of FaithMage Armor, or any similar magical effect.

Deflect 

Magic

When you choose this option you can use your reaction to cast the spell Counterspell

 

 Caster Hunter

When you choose this option you can use your Action to cast the spell Locate Creature or the spell Locate Object.

Master of the Chase

When you choose this option you can use your Bonus Action to cast the spell Expeditious Retreat or the spell Hunters Mark

Honorable Kill

Beginning at 10th level when a creature who was under any magical effect, or who has cast a spell while in your sight in the last minute of you dies, you can use your reaction to use 2 of your Endurance dice. If you do you gain hit points equal to 2 rolls of you Endurance Dice. 

Your Endurance Dice options also only cost 1 Endurance Dice to activate now and your Endurance Dice 

Magic Absorption

At 18th level, when you get hit by a magical effect and you're out of Endurance Dice, you regain an amount of Endurance Dice equal to your Proficiency Bonus.

Additionally your Endurance Dice become d12's.

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