Fighter
Base Class: Fighter

Magic is beyond the grasp of most people, whether they lack the intellect to pursue arcana, or the devotion to follow the divine. However, few are truly divorced from magic, as most can benefit from its use as much as they can suffer from its abuse. 

Yet, there must be a balance in all things, as it is certain with law and chaos. Wherever there is an abundance of magic in a certain spacetime, there will be a void of magic in another. In the rarest of instances, these voids take root within the souls of people. Known as "Nemeses of Magic", these people usually live ordinary lives, and thus don't realize how they could disrupt the flow of the world. Only those bitterly obsessed with magic can discover their anathematic nature, and few of them can unleash their potential to sever the weave.

Unveiling the Void

When you choose this archetype at 3rd level, you learn to manipulate with the void of magic that is bound to your soul, manifesting effects that vanquish spells and other magical effects at a fundamental level. Other antimagic effects cannot disrupt your own, but magical ones may.

Void Suffusions. You gain two void suffusions of your choice, which are detailed at the end of the subclass description. When you gain certain fighter levels, you gain additional suffusions of your choice, as shown in the Suffusions Known table below. Additionally, when you gain a level in this class, you can choose one of the suffusions you know and replace it with another suffusion that you could learn at that level.

Anathema Points. You have four anathema points. An anathema point is expended when you cast a void suffusion. You regain all of your expended anathema points when you finish a short or long rest. You gain another anathema point at 7th level, and one more at 15th level.

Saving Throws. Some of your suffusions and features require your target to make a saving throw to resist the suffusion's effects. The saving throw DC is (8 + your proficiency bonus + your Constitution modifier).

Rend Invulnerability

At 7th level, you learn how to strip a creature's resilience against the mundane. When you hit a creature with a weapon attack, you can force that creature to make a Charisma saving throw against your suffusion save DC. On a failed save, that creature loses its resistances and immunities to bludgeoning, piercing, and slashing damage from all nonmagical attacks until the start of your next turn. 

This effect cannot occur simultaneously on an attack with a void suffusion. 

Suppress Curses

Starting at 10th level, you suppress the curse of any item within your presence. Cursed items cannot extend their curses onto you, and the effects of their curses cannot apply to you. You can also suppress any curses extended onto another creature for as long as you touch them. 

Otherworldly Indifference

Beginning at 15th level, you are always under the effects of the Protection from Evil and Good spell. 

Consequent Equivalence

At 18th level, the void within you demands immediate balance. After a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. On a failed save, the creature receives force damage equal to (spell slot level casted * d4 + 1d4), and you regain an expended anathema point. 

Suffusions Known

Fighter Level Suffusions Known
1 -
2 -
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
11 5
12 6
13 6
14 6
15 7
16 7
17 7
18 8
19 8
20 8

Void Suffusions

If a void suffusion has prerequisites, you must meet them to learn it. You can learn the suffusion at the same time that you meet it prerequisites. A level prerequisite refers to your level in this class. If a suffusion involves casting a spell, you do not require components to cast it. 

Antimagic Armor
As an action, you can expend one anathema point to protect yourself from magical harm. For a number of hours equal to your Constitution modifier (minimum of 30 minutes), you gain bonus AC equal to half your proficiency, rounded down, against spells and magic items.

Break Attunement
Prerequisite: 7th level
When you hit a creature with a melee weapon attack, you can expend one anathema point to attempt to end one of their attunements. The target must make a Wisdom saving throw or lose the attunement with one magic item of your choice. They cannot use the magic item until they reattune to it, unless attunement is not required for its use.

Condemnation of Magi
Prerequisite: 18th level
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to expend one anathema point, forcing the creature to make a saving throw with its spellcasting ability modifier. On a failed save, the spell is negated, and the creature can no longer cast that spell until 8 hours have passed.
You cannot use this suffusion again until you finish a long rest.

Crumbling Curses
Prerequisite: 5th level
You can cast Remove Curse using one anathema point.

Direct Denial
Prerequisite: 5th level
You can cast Counterspell using one anathema point. If a creature is casting a spell of 4th level or higher, make the ability check using your Constitution modifier.

Disillusioned Gaze
When you use an action to examine if something is an illusion, you can expend one anathema point to gain advantage on your Intelligence (Investigation) check.
Alternatively, you can cast See Invisibility using one anathema point.

Forced Dissipation
Prerequisite: 5th level
You can cast Dispel Magic using one anathema point. For each spell of 4th level or higher, make the ability check using your Constitution modifier.

Mitigating Shell
As a reaction, you can expend one anathema point to gain resistance to damage from spells, but also halve any magical healing you receive. This effect lasts for a number of rounds equal to your Constitution modifier (minimum of 1 round), or until you choose to end it with a bonus action.
At 7th level, you can touch another creature to cast this effect on them.

Ravager of the Weave
Prerequisite: 15th level
When you hit a creature with a weapon attack, you can expend one anathema point to force that creature to make a saving throw with their spellcasting ability modifier. On a failed save, you destroy one spell slot from their highest available level, or destroy one use from their features or magic items.
You cannot use this suffusion again until you finish a long rest.

Severance of Control
Prerequisite: 7th level
As an action, you can expend one anathema to attempt to sever the control over one target that you can see within 60 feet of you. The creature controlling the target must make a saving throw with their spellcasting ability modifier, or a Charisma saving throw if they are not a spellcaster. The controller makes this saving throw at disadvantage if the target is further than 60 feet from them, or if the controller is unable to see the target.

Strides of Divorce
Prerequisite: 15th level
You can cast Antimagic Field using one anathema point. You cannot use this suffusion again until you finish a long rest.

Soul Suppression
Prerequisite: 9th level
When you hit a creature with a weapon attack, you can expend one anathema point to attempt to disrupt their magic abilities. The target must make a saving throw with their spellcasting ability modifier, or a Wisdom saving throw if they are not a spellcaster. On a failed save, the target cannot use any magic, whether from items, feats or features, until the start of your next turn.

The Unobservable
Prerequisite: 5th level
You can cast Nondetection using one anathema point.

Unravelling Blow
When you hit a creature with a weapon attack, you can expend one anathema point to weaken their magic abilities. When the target uses magic, whether from items, feats or features, they must roll for damage or healing twice, and take the lower result. This effect lasts until after the target makes such a roll, or until after they take a long rest, and does not stack.

Vortex of the Void
Prerequisite: 12th level
As a bonus action, you can expend one anathema point to project a 150-ft antimagic cone originating from yourself, with effects akin to the Antimagic Field spell. You decide which way the cone faces upon projecting it, and it lasts until the start of your next turn.

Mageia Anathema Image

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