Base Class: Fighter
Whether it is hunting down rogue mages, acting as an extra layer of protection for someone of importance, or a simple mistrust of anything arcane, you have been trained in the ways of tracking down and nullifying magic and its practitioners.
Arcane Hunter
An informed hunter is the most effective hunter. Upon choosing this subclass, you gain proficiency in History checks regarding arcane topics as well as Arcana. You also can cast detect magic a number of times per day equal to your intelligence modifier. Regain all uses after a long rest. You're beginning to understand the process mages use to cast spells and can interfere with that ability. On a successful melee attack, you can brand your target with anti-magic energy. The next time the branded target casts a spell, the target takes half the spells level d4 force damage, min 1d4. You can brand one target at a time and can brand a number of times per day equal to your proficiency bonus. You regain all uses after a long rest.
Arcane Resilience
Making a living tacking and fighting against the arcane has given you insight into how it works. At level 7, you gain advantage on saving throws against spells and magical effects. Additionally, the next time the branded target casts a spell, they must make and saving throw based on their spellcasting ability (INT for Wizards, WIS for Clerics, CHA for Sorcerer, etc.). DC=8+prof+INT. On a failed save, the spell is diminished (damage/range/duration reduced/dc decreased. At DM's discretion). Additionally, the damage die for your brand increases to a d6.
Arcane Unravelling
The next time the branded target casts a spell, they must make and saving throw based on their spellcasting ability (INT for Wizards, WIS for Clerics, CHA for Sorcerer, etc.). DC=8+prof+INT. On a failed save, the spell is cancelled and the target takes half the spells level d8 force damage, min 1d8, and the brand is consumed. On a successful save, the spells effect is diminished (damage, range, duration halved per DM's discretion).
Additionally, you can now cast counterspell and dispel magic at its base level from a pool of uses equal to your proficiency bonus + INT total halved((Prof.+INT)/2). You regain all uses after a long rest.
Arcane Absorbtion
You have learned how to manipulate arcane energy targeted at you and utilize it for your benefit. At level 15, once per day, you can absorb a spell that is targeting you. The level of spell you can absorb is equal to half your fighter level. Once the spell is absorbed, you can either:
Deal additional force damage on your next melee attack.
Damage = half the spell level d4 (min 1d4)+INT
Absorb the spell energy and heal.
Healing = half the spell level d4 (min 1d4)+INT
This feature cannot be used for AOE spells
Arcane Bulwark
Your arcane resiliency has reached its peak. You are a bastion against the forces of the arcane and those who seek to misuse it. At level 18, you now have resistance to all spell damage and damage from magical sources.
Additionally, you can cast anti-magic field once per day.
Previous Versions
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8/6/2023 6:26:29 PM
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12/8/2024 11:53:15 PM
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