Fighter
Base Class: Fighter

This particular individual, for one reason or another has, for lack of a better term, "Anti magical effects" on them and the world around them. Their very existence is like a grey presence in this magical world where magic and its effects struggle to function. However, this effect, much like magic, can be manipulated by the individual to suit their means. 

Magical Mithridatism

Beginning when you choose this archetype at 3rd level, your saving throw rolls against magic are increased by +3. This increases by another +1 at levels 5, 9, 13, 15, and 17. 

You are also affected by magic less than normal. Time durations on spells applying effects on you are halved, healing done to you by magical sources is halved, concentration spells casted on or by you have their effects halved, and if you are able to cast a magical spell that spell's effects are also halved. 

Magic Sense

Starting at 7th level, you can use a bonus action to steady your thoughts once every short rest you can steady your thoughts and activate your "Magic Sense" giving you the following effects for the duration of 1 hour and requires concentration: 

  • Gain the effects of "Detect Magic" 
  • Gain +1 to your concentration rolls
  • Gain +1 AC against magic sources. 
  • Gain advantage on Dexterity, Intelligence, and Wisdom saving throws against magical sources. 
  • Gains disadvantage on stealth checks against entities in tune with Magic, such as Sorcerers.   
  • Have entities in tune with Magic be aware of your presence within 30 feet of them. 

 Beings that can "feel magic", are able to feel your effect on the world whenever you utilize this ability. These entities can sense the general area you are in when near you, and being near your while this is active can be an unpleasant experience for these beings. Inducing headaches, nausea, and drowsiness among other things.  

Anti Magic Field

At 9th level, you can generate an anti Magic Field once every long rest. Anti Magic Field requires concentration, lasts for 30 minutes, and creates a 20 foot sphere around you with the following effects:

  • The user gets the effects of Magic sense along with another +1 to their AC against magical sources and can be felt by magical beings from an additional 30 feet away. 
  • Everything in the sphere gains the effects of your Magical Mithridatism. 
  • All beings in tune with magic within 5 feet of you gain disadvantage on attack, saving throw, and ability check rolls. 

When generating a field like this, your anti magical properties are extended beyond yourself and the negative effects felt by magical beings are made more intense. 

 

Localized Anti Magic

Starting at 15th level, you gain the ability to briefly summon localized fields of anti magic. This gives you 2 charges that function as 2 fourth level counter spells each long rest. Alternatively if a being is made of/reliant on magic for it to exist you may instead use a charge as an attack action on said entity. If the entity is forced(meaning it was summoned or taken with use of magic, rather than coming willingly) into your plane of existence through magical means, this attack will deal no damage and instead act as the banishment spell.  

When casting as an attack against a magic entity:

  • Range: 60ft 
  • Dexterity save. DC 14
  • On a successful save the target takes no damage. On a failed save the target takes 10d6+40 damage of a type they do not have a vulnerability, resistance or immunity to. 

Focused Mind

At 18th level, you gain advantage on your concentration saving throws on abilities granted by the Magically Dampened Archetype.  

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