Base Class: Fighter
Some people are born without spellcasting abilities. However these select few tend to take up arms and defend the helpless of the scourge of dark mages and their powers. Sometimes called witch hunters or inquisitors, the Anti-Magic Warriors are specialized in fighting against magical creatures and are trained to even the battlefield with the ability to cancel spells.
Arcane Unweaver
At 3rd level, as a reaction you can expend a number of fighter hit dice equal to the spells level to counter a spell being cast within 60 feet of you that you can see. When you counter a spell, the spell fails and doesn’t take effect. Alternatively, as an action you can touch a creature and expend hit dice equal to the spells level to end a spell effect on them. You can only counter or end leveled spells as high as half your level in fighter rounded up.
In addition, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Arcane Savant
- When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill, if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Arcane Sight
At 7th level, you have the ability to sense magical auras, as in the detect magic spell, that you can manifest in the following: a 30-foot cone; a 15-foot radius sphere; or a 60-foot long and 5-foot wide line. You can activate your Arcane Sight as an action, and, when active, it lasts for 10 minutes. In addition to magical auras, when used to look at a creature, you learn if the creature is capable of casting spells. You can use this feature a number of times equal to your Intelligence modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.
Focus Break
At 10th level, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Magic Resistance
At 10th level, you gain advantage on saving throws against spells.
Burn Mana
At 15th level, you learn how to supercharge the arcane energy inside someone. When you hit a creature that has the ability to cast spells with a melee weapon attack, you can force the creature to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity bonus. The creature loses its highest level spell slot and the creature takes 1d8 force damage per spell slot level, or half damage on a success. Once you use this feature, you can't use it again until you complete a long rest.
Nullify Magic
At 18th level, you learn how to create a dead zone for magic. As a bonus action, you can create an area of antimagic, as in the antimagic field, lasting for 1 minute. Once you use this feature, you can't do it again until you complete a long rest.
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