Base Class: Fighter
When Spell casters are a dime a dozen on the battlefield. You need new ways to counter them with more elegance than a simple counter spell. Instead of destroying spells with brute force, Spell breakers subvert and turn magic against their creators. Use these fighters to turn your enemy's power in a weakness, steal their magic and make it your own.
Spell Steal
Beginning when you choose this archetype at 3rd level, You can steal a spell from an enemy as an action. If an enemy within 30ft is using a spell that requires concentration, you can attempt to steal it. They must make a concentration check against your Spell save (8 + proficiency + Int bonus).
If the enemy fails this check, you steal their spell. When done so, you may recast the spell as if you were the one to cast it. The duration is the same before the spell was stolen, So if a spell only has 2 turns left, you only have it for that long. You can do this a number of times equal to your proficiency bonus.
At 10th level, the range of this feature increases to 60ft.
This feature can only be used on spells of certain level, as you level up, you may steal spells of higher level.
| Level 3 | 1st and 2nd leveled spells |
| Level 5 | 3rd leveled spells |
| level 7 | 4th leveled spells |
| level 9 | 5th leveled spells |
| level 11 | 6th leveled spells |
| level 13 | 7th leveled spells |
| level 15 | 8th leveled spells |
| level 17 | 9th leveled spells |
Magic resistance
Starting at 7th level, you gain a resistance to magic. You have advantage against all magical abilities
Magic resistance
Starting at 7th level, you gain a resistance to magic. You have advantage against all spell saves.
At 18th level, you become immune to all negative spells effects, including attacks.
Control magic
At 10th level, you gain the ability to subjugate summoned creatures.
As an action, you can attempt to take control of a a summoned creature under 100 hp, The summoned creature must make a saving throw against your spell save DC.
If the enemy succeeds, it can not be control this way again for 24 hours.
If the enemy fails, you gain control of the creature for the next minute. Once this feature ends, the creature can choose to either return to it's home plane or stay as long at the original would have allowed it. it can not be control this way again for 24 hours.
you can't use this feature again until you finish a long rest.
Feedback
Starting at 15th level, you gain the ability to break an enemies spell slots.
When you hit an enemy with an attack, you can break one of their spell slots. the spell slot broken is chosen randomly by the dm.
when a spell slot is broken, it counts as a used spell slot and the victim suffers d8 force damage equal to the broken spell slot's level (example, a broken 6th level spell slot deals 6d8 damage to the victim).
this feature can be used a number of times equal to your proficiency bonus and regain all uses on a long rest.
Spell nullification
At 18th level, If a friendly creature within 60ft fails a saving throw against a spell or other magical effect, you can automatically steal the effect as a reaction and cast it on an enemy within 60ft of you.
This feature can be used equal to your proficiency bonus and you regain all uses on a long rest.
All allies within 30ft of you has advantage against spells saves.
you can also cast counter spell as a reaction at 3rd level, and cast dispel magic Dispel magic as a bonus action at 3rd level.
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