Base Class: Monk
Some monks learn to channel their ki into disrupting the flow of magic in their enemies, rendering them vulnerable and powerless. These monks are known as spellbreakers, and they are feared by mages and spellcasters of all kinds. Spellbreakers often serve as guardians of sacred places, hunters of rogue mages, or agents of anti-magic factions.
Spellbreaker Magic
When you choose this tradition at 3rd level, you learn how to use your ki to cast spells that hinder your foes. You learn the detect magic and dispel magic spells, which count as monk spells for you. You can spend 2 ki points to cast detect magic without material components, and 3 ki points to cast dispel magic.
Additionally, you gain proficiency in the Arcana skill if you don’t already have it.
Chakratic Impediment
At 6th level, you learn how to strike your enemies’ vital points and disrupt their ability to use magic or activate class features. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- The target must succeed on a Constitution saving throw or be unable to cast spells until the end of your next turn.
- The target must succeed on a Constitution saving throw or be unable to use class features or racial traits that have a limited number of uses or that can’t be used again until a short or long rest until the end of your next turn.
- The target must succeed on a Constitution saving throw or have its speed reduced by half until the end of your next turn.
You can use this feature only once per turn.
Weave Disruption
At 11th level, you gain the ability to disrupt the weave of magic around you. As a bonus action, you can spend 3 ki points to create a 30-foot-radius sphere of anti-magic centered on yourself. The sphere moves with you and lasts for 1 minute or until you end it as a bonus action.
While the sphere is active, any spell or magical effect of 5th level or lower that originates from outside the sphere or is cast within the sphere has no effect on creatures or objects within the sphere. Spells and magical effects of 6th level or higher are unaffected by the sphere.
Additionally, whenever a creature within the sphere attempts to cast a spell of 1st level or higher, you can use your reaction to make a melee attack against that creature. If the attack hits, the creature’s spell fails and has no effect.
Spellbreaker’s Strike
At 17th level, you can unleash a devastating blow that shatters the magic of your enemy. Whenever you hit a creature with an unarmed strike, you can spend 5 ki points to force the creature to make a Constitution saving throw. On a failed save, the creature takes an extra 10d10 force damage, and if the creature is concentrating on a spell, that spell ends. Additionally, the creature can’t cast spells or use any magical abilities until the end of your next turn. On a successful save, the creature takes half as much damage and suffers no other effects.
You can use this feature only once per turn.
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