Base Class: Fighter
In a world run by magic, some mistrusting folk have decided to take a different journey on the path of the arcane. Not only can these practitioners disrupt others connections to the weave, but they can also return that same energy into a weapon under their own control.
LEVEL 3: Disruption Dice
Your studies have lead you on a path to disrupt the weave of Magic around you. This insight is manifested as your Disruption Dice, a pool of dice you use to focus your might and knowledge into several means of disruption. The Disruption Dice Table shows the die size and number of these dice you have when you reach certain Fighter levels.
Disruption Dice
Fighter level - Die Size - Number
3 - D6 - 4
5 - D8 - 6
9 - D8 - 8
11 - D10 - 8
13 - D10 - 10
17 - D12 - 12
Any feature in this subclass that expends a Disruption Die can only draw from these specific dice. If your ability calls for the use of a Disruption Die and you have none left, you can not use the feature. You can regain one expended die after a short rest and you regain all expended dice after a long rest.
Dispelling Strike. As an action, you can expend one of your Disruption Dice to attempt to end the effects of a spell on one creature or object within your weapons range that you can see. Any spell effect of first level is automatically ended, and to remove the effects of a higher level spell you must make an Intelligence (Arcana, Nature, or Religion) check with a DC equal to 10 + the spell's level. The DM decides which type of check is most appropriate. When the effect is ended, you can chose to deal force damage to the target equal to a roll of your Disruption Die plus your Intelligence modifier. The spell level that you automatically dispell increases as you gain Fighter levels; Fighter level 7(2nd level spells), 13(3rd level spells), and 17(4th level spells).
Guidance of The Weave. You can harness the inherent magic of the world around you. When you take the attack action as part of your turn, you can expend one of your Disruption Dice and add the number rolled to the attack and damage roll. The extra damage dealt by this attack is Force damage.
Woven Ward. As a bonus action, you can expend one of your Disruption Dice to guard yourself or an ally within 5 feet of yourself from attacks. Roll your Disruption Die and add the number rolled to the chosen creatures AC until the start of your next turn.
LEVEL 3: Magical Opportunist
You have learned how to recognize spellcasting, and how to exploit your enemies focus being redirected. Whenever you can see a creature within 5 feet of you begin casting a Spell with Verbal, Somatic, or Material components, you can use your reaction to take an attack of opportunity against them.
LEVEL 3: Studied Hunter
Your pursuits have lead you down paths of mystical knowledge. Choose one of the following skills: Arcana, Nature, or Religion. You have proficiency in the chosen skill.
Bonus Proficiency: Arcana
You have proficiency in the Arcana skill.
Bonus Proficiency: Nature
You have proficiency in the Nature skill.
Bonus Proficiency: Religion
You have proficiency in the Religion skill.
LEVEL 7: Specialized Resistance
Your disruptive tendancies give you an edge against arcane asualts. You have advantage on Wisdom and Constitution Saving throws against spells and magical effects.
Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Poison. You have resistance to that damage type. You can select a different damage type at the end of each long rest. When you reach level 15, you can choose two resistances at the end of each long rest, and you can choose from the previous types as well as Force, Necrotic, Psychic, Radiant, and Thunder damage.
Acid
You gain resistance to Acid damage.
Cold
You gain resistance to Cold damage.
Fire
You gain resistance to Fire damage.
Force
You gain resistance to Force damage.
Lightning
You gain resistance to Lightning damage.
Necrotic
You gain resistance to Necrotic damage.
Poison
You gain resistance to Poison damage.
Psychic
You gain resistance to Psychic damage.
Radiant
You gain resistance to Radiant damage.
Thunder
You gain resistance to Thunder damage.
LEVEL 10: Improved Disruptive Technique
You learn the following new ways to use your Disruption Dice.
Disruptive Counter. Not only can you interrupt the flow of magic, but you have learned how to use that disruption to your advantage. As a reaction when you see a creature within 30 feet of yourself casting a spell with Verbal, Somatic, or Material components, you can expend one of your Disruption Dice to attempt to stop the spell from being cast.
Any spell effect of a level 2 or lower immediately ends. For any effect higher than the designated level, the Caster must make a Constitution Saving throw, the DC for which is equal to 8 + your Intelligence modifier + your Proficiency Bonus; On a failed save, the spell fizzles out and the spell slot or charge is not expended. The level of Spell that can be disspelled effortlessly increases at certain Fighter levels: 3rd Level spells at level 13, and 4th level spells at Level 17.
Quickened Dispelling. When you take the attack action as part of your turn in combat, you can now replace one of the attacks with a Dispelling Strike.
Reactive Ward. You can now use the Woven Ward option of your Disruption Dice as a reaction whenever you or an ally within 5 feet of yourself is hit by an attack.
LEVEL 15: Enhanced Resistance
When you finish a Long Rest, you can now choose two resistances instead of 1, and you can chose from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage.
In addition, when you fail a saving throw against a spell, you can choose to succeed instead. You can use this feature once per Long or Short rest.
LEVEL 18: Aura of Disruption
You have reached the pinnacle of your control of the weave. Once per long rest you can take a Bonus Action to activate an aura that expands from you in a 15-foot-radius, and you choose one of three effects:
Antimagic Aura. Any creature you choose must make a Wisdom saving throw before attempting to cast a spell in you Aura or targeting a creature in your Aura with a spell attack or effect. On a successful save, the spell fails to be cast, but the spell slot is not wasted. On a failed save, the spell fails to be cast, the spell slot is wasted, and the Caster takes Force or Psychic damage (your choice) equal to one roll of your Disruption Die plus your Intelligence modifier. All magic items effects, aside from an Artifact, are dispelled and any magical area or effect stops until the Aura is dispelled.
Life Absorbtion. Any creature you choose must make a Constitution Saving throw whenever the Aura moves into their space or they enter the space for the fist time on their turn. On a failed save, the creature takes Force damage equal to your Disruption Die plus your Intelligence modifier, and you or one ally of your choice in the Aura heal the same number of hit points. You can take a Bonus Action to force another creature to repeat the saving throw on your turn.
Hoard Breaker. Any hostile creature who starts their turn in you Aura or enters you Aura for the first time must make a Dexterity saving throw. On a failed save, the creature takes Force damage equal to a number of your Disruption Dice equal to your Intelligence modifier and is knocked Prone or pushed 10 feet away from you (your choice), and only takes half as much damage on a successful save. You can take a Bonus Action on your turn to force any creature in the Aura to make the saving throw again.
The Aura lasts for 10 minutes or until disspelled as a bonus action. After you use this feature once, you can chose to expend two Disruption Dice to activate your Aura again, and you can choose any of the three effects.







Comments