Fighter
Base Class: Fighter

You have chosen the path against all that is magic. This form of "magic" allows the user to nullify other forms of magic. In order to use it to its full potential, specific tools are required. Because Anti Magic naturally opposes any magic, only someone without any magic power can wield it. However, its magic-nullifying properties have been added onto other types of magic through special circumstances.

WARNING: This subclass needs to be closely controlled, because it has been tweaked in a way to create a different fighter class (eg: blood hunter). If you want to play it please pay special attention to descriptions to not make mistakes that will make this class over powered.

Path of Counter Arcana

Due to your focus on battling those who are magically inclined you have magic resistance and your AC is 10 + Constitution modifier+ Strength Modifier. To follow this path you have called on some greater power who dislikes all magic they provide you with an artifact called Expolicium. The sword is summoned in one of two ways either from a book similar to that of wizards and when activated with an action you pull the Expolicium from the book causing it to glow dark red as you pull it out or by using an action to open what seems to be a dark red pocket dimension and pull it from your chest and both ways. In this class you may use armors however you do not gain the other AC bonuses that come with the class or the Sword you may also not carry both the Expolicium with any other weapon or shield unless told otherwise in the class.

 

 Expolicium

You gain the Expolicium (to add it you must find it the magic items section: it is a two-handed, heavy, weapon)

NOTE: You can find the Expolicium under Homebrew magic Items by searching the name Expolicium

 

Anti-Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Anteritus Spells table. The spell counts as a spell slots for you and when you reach certain levels in this class you gain more spell slots to use. Each slot provided represents one level (eg: 3 slots need to be expended for a 3rd level spell or 8 slots for  an 8th level spell). These slots can not be gained back until after a long rest. IMPORTANT: all spells ranges are touch and can only be done so by using Expolicium not your character.

The spell slots you can use at 3rd level is 3 slots (5th 6 slots, 9th 12 slots, 13th 18 slots, and 17th 24 slots)

You are not required to do concentration checks or use spell components when using Anti-Magic spells. These abilities come naturally to you, therefore requiring no effort to use them. 

Anti-Magic

Anteritus Level Spell
3rd counterspell
5th dispel magic
9th remove curse
13th dispel evil and good
17th antimagic field

Improved Strikes

At 7th level your strikes with Expolicium and whatever weapon you choose at level 15 overcome resistance and immunity to nonmagical attacks and damage. Due to the fact that they would have some magical ward preventing you to strike with a nonmagical weapon your weapon counters that allowing you to weaken the ward when you attack.

Enhanced Blade

At 10th level, you can temporarily infuse yours or your allies spell with the Expolicium (which will expend that spell slot). As your allies action, they can imbue their spell with the Expolicium (you can do so as a bonus action), then you make a single attack with that weapon. If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot accordingly. If the attack has advantage, the target’s initial saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target’s space.

The spell must be of 1st level and no greater than 5th level, have a casting time of 1 action, or require an action to activate an already active concentration spell

At level 15 you are able to launch the spell as an action 30ft in any direction of your choosing. This also can apply to your Anti-Magic spells.

Increased Armory

At level 15 you can choose one another non-two handed melee weapon that will have similar abilities to Expolicium. Once chosen this weapon it can not be switched. With this new weapon you can wield both that weapon and Expolicum at the same time ignoring that is is a two handed weapon. Due to the weapon being lighter than  Expolicum it has an additional +3 to attack bonus, however because it is smaller it does not increase AC or reflect spells like Expolicium. Besides the exceptions the weapon that you chose can do everything that the Expolicium can do.

Sharp Blade

At level 18 you are able to launch a spell you also cut the air causing additional damage of 3d10. This can also be done without launching a spell. The range also increases to 60ft (just for this ability). This effect is regained after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2018 5:37:15 PM
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3/20/2019 11:21:45 PM
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