Base Class: Fighter
A mage slayer fighter focuses all his might in overwhelming spellcasters with an anti-magic combat style, focused on impeding and taking advantage of spellcasters during combat.
Magic Resistance
Startiing at 3rd level, you are more cautious against spells. You have advantage on save throws against spells as long as you are not incapacitated, unconscious or surprised.
Disturbing strike
Starting at 7th level, you learn to take advantage of a caster's concentration on a spell. Whenever you attack a creature that is concentrating on a spell, you gain advantage on your attack roll. Also, if you score a critical hit against a creature concentrating on a spell, you automatically break it's concentration.
Spell Parry
At 10th level, you masterize your reflexes in order to parry incoming magic projectiles. Whenever a creature casting a spell hits you with a ranged spell attack or a magic missile dart, you can spend your reaction to roll a d20, generating one random effect depending on the result of the roll. This applies to only one projectile.
Starting at 17th level, when you spend a reaction to parry a projectile, you can attempt a parry against all projectiles from that spell that hit you instead of only one projectile.
You can use this feature a number of times equal to your proficiency modifier per short rest.
The table below describes the possible effects.
|
d20 |
Effect |
|
1-5 |
Nothing happens |
|
6-10 |
You halve the damage taken from the spell |
|
11-17 |
You halve the damage taken from the spell and you reflect the spell back at the caster. Roll an attack roll with disadvantage using your Dex modifier. |
|
18-19 |
You nullify the damage taken from the spell and you reflect the spell back at the caster. Roll an attack roll using your Dex modifier. |
|
20 |
You nullify the damage taken from the spell and you reflect the spell back at the caster. Roll an attack roll with advantage using your Dex modifier. |
Magical Magnet
Starting at 15th level, you can attract certain types of magic and resist them without much effort. Whenever you finish a long rest, you gain resistance to two types of damage of your choice until you finish another long rest. Also, whenever a creature within 60ft casts a spell that deals any of these two damages, the spell is forced to center or target you.
Spell Eater
At 18th level, you attain the pinnacle of magical resilience. As long as you are not incapacitated and has one or more hit points, you regain 1d8 plus your constitution modifier hit points whenever a spell is cast within 60ft of you.
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