Base Class: Monk
Monks of the Way of the Anti-Mage dedicate their lives to hunting those who abuse arcane power. Where other warriors rely on steel or spellcraft, these monks train their bodies and minds to perceive and fracture the very flow of magic. Through intense discipline, they learn to feel the subtle disturbances left by spells, enchantments, and magical creatures.
Many Anti-Mage monasteries were founded after devastating magical wars or arcane catastrophes. Their teachings emphasize restraint, vigilance, and the belief that magic—while powerful—must never go unchecked. Initiates are taught to see the Weave not as a tool, but as a force that must be balanced and, when necessary, broken.
Through years of training, these monks develop supernatural awareness of magical energy. Their strikes disrupt concentration, their movements slip through destructive spells, and their presence alone can unravel the workings of arcane power.
At the highest levels of mastery, a monk of this tradition becomes a living void in the Weave itself—an embodiment of discipline so absolute that magic falters and collapses in their presence.
Level 3: Magebreaker Techniques
You have trained to perceive disturbances in magical energy and disrupt those who wield it.
Arcane Awareness. Your training allows you to feel the flow of magic around you. You gain proficiency in Arcana if you don’t already have it. In addition, you gain a special form of blindsight out to 10 feet that detects magical energy. Within this range, you automatically sense the presence of: creatures concentrating on a spell, active spells or magical effects, and magic items. This sense does not reveal the exact nature of the magic, but it tells you where the magical energy is located, even if the source is Invisible or hidden. If a creature is concentrating on a spell within this range, you know that it is concentrating, though you do not learn which spell. This effect increases with any additional Blindsight gained from Feats, abilities, or magical items.
Disrupting Strike. Your blows fracture magical concentration. When you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to disrupt its magical flow. The creature must succeed on a Constitution saving throw or suffer one of the following effects of your choice: If the creature is concentrating on a spell, it has disadvantage on the concentration check. The creature cannot cast spells until the start of its next turn. You can use this feature once per turn.
Level 6: Arcane Deflection
When a creature you can see casts a spell that targets only you, you can use your Reaction and spend 1 Focus Point to disrupt the magic.
You gain one of the following benefits (your choice):
• You gain advantage on the saving throw against the spell.
• If the spell requires an attack roll, the attack is made with disadvantage.
If the spell fails to affect you, you can immediately move up to half your speed toward the caster without provoking Opportunity Attacks.
Level 11: Sever the Weave
Your strikes tear through the threads of magic itself.
When you hit a creature with an Unarmed Strike, you can spend 2 Focus Points to destabilize its magic.
The target must make a Constitution saving throw.
On a failed save:
• The creature loses concentration on any spell it is maintaining.
• Until the end of its next turn, the creature cannot cast spells of 4th level or higher.
On a successful save, the creature instead has disadvantage on concentration checks until the start of your next turn.
You can use this feature once per turn.
Level 17: Weave-Shattering Strike
Your mastery of anti-magic techniques allows you to tear spells apart with a single decisive blow. When you hit a creature with an Unarmed Strike, you can spend 4 Focus Points to unleash a Weave-Shattering Strike. The target must make a Constitution saving throw against your Ki Save DC.
On a failed save:
• The creature takes an extra 6d10 force damage.
• The creature immediately loses concentration on any spell it is maintaining.
• Until the end of its next turn, the creature cannot cast spells or activate magical abilities.
On a successful save:
• The creature takes half the extra damage.
• If it is concentrating on a spell, it still has disadvantage on its concentration check.
You can use Weave-Shattering Strike only once per turn.
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