Fighter
Base Class: Fighter

Sick and tired of wizards and other sorcerers calling you inferior due to the path you have taken, or feeling cheated out of doing something you found yourself physically unable to perform, you dive deep into the library’s archives and discover a forbidden magic - one that assures anyone can learn. Reminiscent of Abjuration magic, it is distinct in the fact that it comes from accursed energy - energy from the depths of the Abyss. This energy consumes and nullifies all other forms of magic; one could guess the greatest magicians prohibited this out of fear for their massively inflated egos. Now, you take your vengeance… as a Mana Eater.

Nullify Elements

At 3rd level, you gain a special action forming the key part of your subclass. Nullify Elements can be used as a reaction against a damaging spell targeting you. You have 4 charges, regaining 1d4 on a short rest and all charges on a long rest. You gain 1 additional max charge at 5th, 7th, 9th, and 11th level and the 1d4 used to regain charges on a short rest is increased to 2d4 at 9th level and 3d4 at 15th level. Based on the damage type absorbed, you may apply a minor curse in the form of an additional effect that is applied to your next non-magical attack on a successful hit. If a curse applied by this ability would force a target to make a saving throw the save DC is as follows, 8 + your proficiency bonus + Intelligence modifier. 

Acid: The targets AC is reduced by your proficiency bonus is until the end of their next turn
Cold: The target loses 10 ft of movement until the end of their next turn. This effect increases by 5ft at 7th, 10th, 15th and 20th levels.
Fire: The target takes half the damage dealt of the triggering strike until they succeed on a Constitution saving throw they may take at the end of each of their turns.
Lightning: The target must make a DEX save immediately or at the end of each of their turns or have disadvantage against any other saving throws they make until they succeed on the save.
Thunder: The target must succeed on a STR save or become blinded, deafened and prone until the end of their next turn.


Casting Time: 1 reaction, which you take when you take acid, cold, fire, lighting, or thunder
Components: S
Duration: 1 round

Spellcasting

Cantrips

You learn one cantrip of your choice from the abjuration spell list. You learn an additional abjuration cantrip of your choice at 10th level.

Spell Slots

The Mana Eater Spellcasting table shows how many spell slots you have to cast your abjuration spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level abjuration spells of your choice.

The Spells Known column of the Mana Eater Spellcasting table shows when you learn more abjuration spells of 1st level or higher.They must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the abjuration spells you know with another spell of your choice from the abjuration spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your abjuration spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an abjuration spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

Mana Eater

Fighter Level

Cantrips Known

Spells Known

Spell Slots per Level

3rd

1

3

1:2

4th

1

4

1:3

7th

1

5

1:4 

2:1

8th

1

6

1:4

2:1

9th

1

6

1:4

2:2

10th

2

7

1:4

2:3

11th

2

8

1:4

2:3

13th

2

9

1:4

2:3

3:2

14th

2

10

1:4

2:3

3:2

15th

2

11

1:4

2:3

3:2

16th

2

12

1:4
2:3
3:3

19th

2

13

1:4
2:3
3:3

4:1

20th

2

14

1:4
2:3

3:3

4:1

Devastate Elements

At 7th level your Nullify Elements action becomes more potent. You may now make this reaction against attacks that deal radiant, necrotic, psychic or force damage, and your next non-magical attack gains an effect according to the absorbed element;

Radiant: You heal for AdX (A being half the amount of die of the triggering attack and X being the same damage die as the triggering attack)
Necrotic: Your target becomes Vulnerable to 1 damage type of your choice until after the next instance it takes damage.
Psychic: Your target must succeed WIS save or become Stunned until the end of their next turn
Force: Your target is knocked back 30ft 180 degrees in front of you in a direction of your choice

Additionally, instead of using the respective effect, you may roll a d10 and use a different effect based on what you roll. 

1. Acid
2. Cold
3. Fire
4. Lightning
5. Thunder
6. Radiant
7. Necrotic
8. Psychic
9. Force
10. Any of your choice

Sapping Strikes

At 10th level, your accursed power leaks into your weapons, giving them a hunger like your own. Upon activating this feature as a bonus action, until the end of your next turn each time you successfully attack a target with a non-magic attack, their Hit/DC and save requirement for spells they cast are reduced by 1 until the end of their next turn. This reduction effect may stack. 

Defile Magic

Upon reaching 15th level, you always emit a vicious field in a sphere 5ft around you that acts similarly the Antimagic Field spell with the exception of spells being unable to effect creatures within the field, instead creatures within the field gain advantage on spell saving throws and half cover against spells that require a roll to hit, however allies may not cast beneficial spells on other allies within the field. You may either recall this field to halt this effect as a free action on your turn or as a reaction in response to the start of an allied creatures’ turn, or extend the field to 30ft as a bonus action on your turn or as reaction in response to the start of an enemy creatures’ turn. After recalling the field you may return it to it’s normal radius as a free action or extend it following the aforementioned requirements. The field returns to it’s normal range at the end of your next turn. Extending the field costs a charge, and you have charges equal to your proficiency bonus. Additionally, regardless of whether the field is recalled or not, magical weapons lose their magical properties when they attempt to attack you.

Siphoning Surge

At 18th level, each time you Action Surge, when you use your action to attack, you may attack one additional time once a round a number of rounds equal to your proficiency bonus, refreshed on a short or long rest.

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