Base Class: Fighter
“Steel cuts deeper than sorcery. Order shatters chaos. Magic has no place in the world."
The Nullblade is a fighter trained to hunt and destroy spellcasters. In kingdoms like Veyrahl, they are sworn knights and heroes, enforcers of the Crown’s law against magic. They see magic not as a tool, but as a corruption that threatens the balance of the natural world. Their discipline allows them to see the weave itself, tear it apart, and stand toe-to-toe with archmages.
While other fighters master weapons, Nullblades master denial: concentration shattering strikes, spell-snaring reflexes, and an aura that twists the weave itself.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Sense the Weave
You gain advantage on Insight and Perception checks to detect the presence of active magic (spells, illusions, or invisible creatures). You can sense if a creature within 30 feet is concentrating on a spell.
Level 3: Disruptive Strike
When you hit a creature concentrating on a spell with a weapon attack, it makes the concentration saving throw with disadvantage.
Level 3: Spellbane’s Pursuit
When a creature you can see within 30 feet casts a spell, you can use your reaction to move up to half your speed toward them. This movement does not provoke opportunity attacks.
Level 7: Steel Against Sorcery
Your training lets you cut through magic itself.
• You gain advantage on saving throws against spells.
• When a hostile creature you can see within 5 feet casts a spell, you can use your reaction to make a weapon attack against them. On a hit, the spell fails unless the creature succeeds on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier).
Level 10: Anti-Magic Aura
You project a disruptive field that warps the weave around you.
• Whenever a creature you choose within 10 feet casts a spell, it costs them an additional spell slot of the same level (or they suffer force damage equal to your Fighter level if they cannot).
• You and allies within this aura have resistance to damage from spells.
Level 15: Nullblade’s Wrath
You have learned how to fully punish spellcasters who challenge you.
• When you damage a creature that has spell slots, it loses one expended spell slot of the highest level it has (your choice).
• If the creature has no slots, it takes an additional 2d8 force damage.
Level 18: Sever the Weave
Your presence is a living curse to magic itself.
• As an action, you create an Anti-Magic Zone in a 30-foot radius centered on you for 1 minute.
• This zone functions as antimagic field except it only suppresses spells and magical effects of creatures other than yourself.
• You can use this feature once per long rest, or expend two uses of Action Surge to use it again.







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