Fighter
Base Class: Fighter

Many fighters choose to ignore arcane studies in favor of training their physical prowess, but a small margin are able to go even further beyond by directly opposing wielders of spellcraft. With proper training these fighters can leverage their physical health & natural arcane resistance to lash out with unique effects that dampen the winds of magic.

Essence Binding (3rd)

Each long rest you may choose a number of items equal to your proficiency bonus, which become bound to you. Any magical item not bound to you in this way becomes unenchanted so long as it is in contact with you or anything you are wearing or carrying (regaining any magical properties when you lose contact).

When binding any enchanted item - It can be summoned into or dismissed from your hands as a bonus action & you may use the enchantments as normal.

When binding a mundane weapon - It is counted as magical & gains half of your proficiency bonus (rounded down) to attacks & damage.

When binding mundane armor (or shield) - It cannot be removed against your will & adds half your proficiency bonus (rounded down) to armor class.

When binding a mundane item - It can be summoned into or dismissed from your hands as a bonus action & gains your proficiency bonus to appropriate skill checks.

Arcane Instinct (3rd)

You may use a bonus action & expend one hit die to open your awareness to surrounding magic, gaining one of the following effects of your choice.

- Appraise an enchanted item within 30ft as though having cast the Identify spell.

- Become aware of magical essences for 1 hour as though under the effects of a Detect Magic spell.

- Learn one of the highest level spells available to a creature you can see within 60ft, and whether they currently possess a spell slot of that level.

Dispelling Strike (7th)

Once per turn when you land an attack on a creature under the effects of a spell, producing a magical effect, or wielding an enchanted item, you may choose to target one effect, expending a hit die and adding the result to damage. If the total damage dealt is equal to or greater than 10 + spell/effect/enchantment level then the magical effect immediately ends, only returning if applicable after you take a long rest.

(for magical items use this scale: Common=3 Uncommon=5 Rare=8 Very Rare=10 Legendary=15 Artifact=20)

(Example: Thaddius fires his +1 shortbow at the Dread lord of Wrath. The dread lord is wearing gauntlets of ogre power and concentrating on the Haste spell. After Thaddius' arrow lands he decides to expend a hit die and do a dispelling strike. He chooses to target the Haste spell cast at the 3rd level, meaning Thaddius needs to do 13 damage to instantly end the spell. He does 8 damage with his shortbow, and rolls a 5 on his d10 hit die dealing 13 total damage to the cultist and instantly ending the Haste spell. Had he chosen to target the gauntlets instead and not met the 15 damage threshold for uncommon items, both the haste spell and the effects of the gauntlets would have remained.)

Elemental Redirection (7th)

As a reaction to taking acid, cold, fire, or lightning type damage you halve all incoming damage of that type until the end of your next turn. Additionally, the first time you would hit with a weapon attack before the end of your next turn deal an additional 1d10 damage of the triggering type.

You may use this feature proficiency times, resetting on a short or long rest.

Magic Resistance (10th)

You have advantage on saving throws against spells and other magical effects.

Improved Arcane Instinct (10th)

You may use a bonus action & expend one hit die to open your awareness to surrounding magic, gaining one of the following effects of your choice.

- Learn the details of an enchanted item within 30ft as though having cast the Identify spell.

- Become aware of magical essences for 1 hour as though under the effects of a Detect Magic spell.

- Learn the highest level spell slot of a creature you can see within 60ft.

- See invisible creatures & objects as if they were visible, and magical darkness as regular darkness for 1 hour.

- Recognize illusions, & see shape-changers true forms for 10 minutes.

Null Magic Zone (15th)

When you first activate Null Magic Zone, you and a number of creatures you choose equal to 1+CON (Min 1) may ignore some or all of the effects. You may use this feature once, regaining it on a long rest. As an action you may begin to release the following effects within 15ft of yourself. These effects last for 1 hour or until you end it as an action.

- Spells and other magical effects of 5th level or lower cannot be produced in the area. Though creatures may maintain concentration, any magical effect will be suppressed while overlapping the Zone.

- Slots expended to cast blocked spells are still expended, and time spent suppressed counts against duration.

- The properties and powers of magic items are suppressed by the Zone, and will not reactivate until you start your turn while they remain outside the Zone .

- Any summoned or created creatures or objects cease existing while overlapping the Zone. If the space they occupied no longer overlaps the zone and they may return, they do.

Improved Zone (18th)

The Null Magic Zone feature now regenerates on a Short Rest.

The Zone now suppresses magic of 7th level and below.

When you activate your Null Magic Zone class feature you regain one use each of Action Surge, Elemental Redirection, Indomitable, and Second Wind.

Previous Versions

Name Date Modified Views Adds Version Actions
10/1/2024 6:11:03 AM
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10/1/2024 7:08:13 AM
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