Fighter
Base Class: Fighter

Fighter of the Anti Magic Swordare fighter committed to fight the evil magic. During their training, they learned how to counter magic and use it against their ennemies. Specialised in trap, they can decipher and recreate spell and trap to control the battlefield. 

Power of Knowledge

Beginning when you choose this archetype at 3rd level, you gain proficiency in Intelligence (Arcana). Also, twice per combat, you can decipher spell at any moment using your reaction with an Intelligence (Arcana) check against the spell DC. If you succeed, you can know up to 2 informations from this list about the spell

- The damage type of the spell (if any)

- The spell DC of the spell

- The time since the spell was cast

After geting information from a spell you can't do it again until the next short rest.

At 7th lvl, you can imbue one of your arcane crystals with the damage type of the spell you decipher or destroy with Magic Slayer. You can only have a number of imbued crystal equals to half your total number of arcane crystals (rounded down).

Magic Slayer

When you choose this archetype at 3rd level, you learn the power of arcane crystals and their powers.

Arcane Crystals : You gain a pool of arcane crystals equal to your Proficiency Bonus + Your Inteligence Modifier. You regain all expended arcane crystals when you finish a long rest.

Magic Slayer : When a spell is cast in your melee attack range, you can expend an arcane crystal and use your reaction to perform a melee attack against the spell DC of the caster to destroy the spell. On a hit, you can not use this feature again until the long rest.

Magic Detection : You can cast Detect Magic once using this feature.

Magical Trap

Starting at 7th level, you learn two magical trap of your choice. You can use only one magical trap per turn. You learn one additional magical trap of your choice at 10th, and 13th level. Each time you learn new magical trap, you can also replace one magical trap you know with a different one. You have advantage on saving throw to dodge your own trap.

Magical trap save DC = 8 + your proficiency bonus + your Intelligence modifier.

Arcane of Banishment (13th level or higher)

Use an action and expand a number of arcane crystal up to 3 to create a magical trap on the ground. If a creatures approach within 5 feet of the trap, it activates.

The trap activates and the creature must make a Dexterity saving throw. On a failed save, the target is banished for 1 turn in a indestructible crystal. If you used at least two crystals, you can chose where the target reappears as long as it is within 30 feet of its original location. If you used at least three crystals, the target is stunned until the end of it's next turn.

Arcane of Explosion

Use an action and expand a number of arcane crystal up to 3 to create a magical trap on the ground. If a creatures approach within 5 feet of the trap, it activates.

The trap explodes and each creature in a 10 feet radius must make a Dexterity saving throw. A target takes 3d6 force damage on a failed save, or half as much damage on a successful one. The damage increases by 1d6 for each arcane crystal in addition to the first one.

If you expended one or more inbued arcane crystal(s), you can chose the damage type between force and the inbued arcane crystal(s) type at the time of creation.

Arcane of Light

Use an action and expand a number of arcane crystal up to 3 to create a magical trap on the ground. If a creatures approach within 5 feet of the trap, it activates.

The trap explodes and each creature in a 10 feet radius must make a Dexterity saving throw. A target is blinded for 2 turns on a failed save. The explosion radius increases by 10 for each arcane crystal in addition to the first one.

If you expended at least two arcane crystals, the trap leaves an orb of light after it disappears that can be moved and sheds bright light in a 20-foot radius and dim light for an additional 20 feet for 10 minutes.

Arcane of Spying

Use an action and expand 2 arcane crystal to create a magical trap on the ground. If a creatures approach within 5 feet of the trap, it activates.

The trap activates silently and a mark of magic is stick on the target. If the passive perception of the target or one of it's close ally is higher than the Spell DC of the trap, the target can notice and can then make an Intelligence (Arcana) against your magical trap DC to dispel it. On a fail, they can't dispel it for the next minute exept with the spell Dispel Magic

While a target has the mark of magic, you know it's exact position if it is within 300 feet. You also know if the trap is removed.

The mark of magic is destroyed after 1h, a target can only have one mark at once and you can only have 3 mark at once.

Arcane of Tempest (13th level or higher)

Use an action and expand 3 arcane crystals to create a magical trap on the ground. If a creatures approach within 5 feet of the trap, it activates.

The trap explodes and each creature in a 20 feet radius must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The trap then leaves a zone of tempest that deals 2d6 damage that starts or end it's turn within the zone (only once a turn).

If you expended one or more inbued arcane crystal(s), you can chose the damage type between force and the inbued arcane crystal(s) type at the time of creation.

Transfert

At 10th level, you can expend an inbued arcane crystal with a bonus action to inbue your melee weapon or armor with it's magic.

Inbued Weapon : For 5 turns, your weapon damage becomes magic and deal bonus damage equal to half your Intelligence modifier (rounded down) of the inbued arcane crystal used.

Inbued Armor : For 5 turns, you gain resistance to the damage of the inbued arcane crystal used.

Once an inbued arcane crystal is expended, it lost it's magic. The bonus are lost if you drop the armor or the weapon.

Anti Magic Field

Starting at 15th level, you can use your action to expend one arcane crystal and up to five bonus to create a 15 feet radius field of anti magic for 10 turns.

Any spell of a level less than or equal to the number of bonus expended arcane crystals that are cast or enter in the field must have their caster succeed an Intelligence (Arcana) check against your Magical Trap DC or be dispelled.

You can delay it's activation when you create the field and use an action at any moment to activate it. You must be within 30 feets of the field to activate it. 

Spell Replica

At 18th level, when you decipher or destroy a spell, you can stock it in an arcane crystal. Using an action, you can cast the spell by expending a number of arcane crystal equals to the stocked spell including the arcane crystal that stock the spell. A spell left the crystal after it is cast, expended or 24 hours. You can only cast one spell at once.

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