Fighter
Base Class: Fighter


Weave Breakers know the dangers that powerful arcane and divine magic can bring. They’ve studied it, firsthand on the blood-filled battlefield and through intense study in the grandest libraries. While they do not naturally possess any magical ability, the training received has prepared Weave Breakers for the most dangerous of circumstances. They seek out those who have abused their magical gift and either correct their ways or lay them to waste. These fighters rely on their quick wit, reflexes, and experience to preserve balance.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in either the Arcana or Religion skill (your choice).

Spell Render

Starting at 3rd level, your magical knowledge has given you an edge when avoiding certain kinds of spells and striking down those who cast them. You have a pool of d4s equal to 1 + half your Fighter level (rounded down).

As a reaction, you can expend a d4 from this pool when you are forced to make a saving throw against a spell or add to your armor class when you are a target of a spell attack.

Alternatively, you can expend d4s from this pool when dealing damage to a spellcaster. When you expend d4s from this pool, you can roll an amount up to your Intelligence modifier (minimum of 1) per turn.

Your pool regains all expended dice when you finish a long rest.

Signs of the Spellcaster

Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside combat, you learn certain information about its capabilities. The DM tells you how many spell levels the creature can cast equal to half your Fighter level (rounded down), as well as 1d4 spells the creature can cast. The 1d4 is expended from your Spell Render feature.

Studious Advantage

At 10th level, your study of a particular type of magic gives you aide in battle. Choose a school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. You have advantage on saving throws against spells cast by the chosen school.

Abjuration

You have advantage on saving throws against Abjuration spells.

Conjuration

You have advantage on saving throws against Conjuration spells.

Divination

You have advantage on saving throws against Divination spells.

Enchantment

You have advantage on saving throws against Enchantment spells.

Evocation

You have advantage on saving throws against Evocation spells.

Illusion

You have advantage on saving throws against Illusion spells.

Necromancy

You have advantage on saving throws against Necromancy spells.

Transmutation

You have advantage on saving throws against Transmutation spells.

Arcane Disruption

Starting at 15th level, whenever you deal damage with a weapon attack against a creature who is concentrating on a spell, you can expend dice from your Spell Render feature to subtract from the creature's Constitution saving throw to maintain concentration.

Break the Weave

Starting at 18th level, whenever you make a weapon attack against a creature that has any spell active that modifies their armor class, damage resistances, or ability to be affected by bludgeoning, piercing, or slashing damage, your attack and damage rolls ignore those properties.

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