Base Class: Fighter
Everyone has a connection with magic, but few are either born without it or there are some who lost connection with magic entirely. Either they love or hate magic, these fighters have figured out how to not only survive without magic but thrive. Though magic has a edge on the battlefield, these fighters have adapted their bodies and minds to turn those advantages of a magic user into a weakness.
Level 3: Anti-Magic Combatant
Your experience in fighting against magic users has allowed you to pick up a few tricks. You learn tactics using a special dice called dice called Anti-magic Dice.
Tactics. You learn two tactics of your choice. You can only use a single tactic per action, unless stated otherwise. You learn an extra tactic when you reach Fighter levels 10 and 18. You can also replace one tactic after a level up or after finishing a Long Rest.
Anti-magic Dice. You have Anti-magic Dice equal to half your Fighter level, these are d8s. An Anti-magic Die is expended when you use it. You regain all expended Anti-magic Dice after finishing a Short Rest or Long Rest.
Blitz
If you are engaged with a creature and are moving to another creature that can cast spells, thus provoking an Opportunity Attack on yourself, you can expend an Anti-magic Die to increase your Armor Class equal to your roll for the incoming Opportunity Attack.
Bounce
You can use your Reaction to expend one of your Anti-magic Dice; so you use your weapon to hit the spell back at the caster. You must succeed a Constitution saving throw DC 10 + Spell's level. On success, you roll your Anti-magic Die to add to the spell's damage with the same damage type. On failure, you automatically get hit or fail the spell's save, and the Anti-magic Die gets used up.
Concentration Breaker
When you hit a creature that is concentrating on a spell. You can expend one of your Anti-magic Dice (no action required) to make it harder to keep the spell. Whatever you roll, they must subtract to their total on their concentration checks.
Deflect Spell
When a spell attack roll hits you, you can take a reaction to expend an Anti-magic Die. You reduce the damage of the spell by Anti-magic roll + your Constitution modifier + your fighter level.
If you reduce the spells damage to 0, you can expend another Anti-magic Die (no action required) to redirect the attack's force. If it was a melee spell attack, you can redirect it to another creature within 5 ft of yourself; if the spell was ranged, you can redirect it to another creature within 60 ft of yourself (that isn't behind total cover). The targeted creature must succeed a Dexterity saving throw equal to the two rolls of the Anti-magic Dice + your Constitution modifier.
Mage Killer
After hitting a spell caster, you can expend one of your Anti-magic Dice (no action required) to increase the damage of your attack. The roll of the die is added to your damage roll using the same damage as your weapon.
If the creature can only cast a maximum of a 5th level spell or lower, then the damage from the Anti-magic Die is halved, round down.
Magic Absorption
When you take damage from a spell, you can take a reaction to expend up to half your Proficiency Bonus, round down, of Anti-magic Dice. Whatever you roll + your Constitution modifier is however much damage gets subtracted from the spell's damage.
If you reduce the spell's damage to 0, you get to recover hit points equal to the roll.
Magic Counter
When a spell attack roll misses or pass a spell saving throw and would have dealt damage, you can use your Reaction to expend a number of Anti-magic Dice equal to the spell's level when it was casted. You store the magic, that was used to attack you, into your weapon. On your next attack, you add all of the Anti-magic Dice expended into the damage roll using the same damage type as the spell stored.
You can only have one spell stored at a time. You lose the spell if you gain the Incapacitated Condition.
Rid Buff
When you hit a creature with a magical buff, like Haste or Bless. You can use a bonus action to expend one of your Anti-magic Dice to steal it for a turn. The creature must succeed a Constitution saving throw DC 8 + your Constitution modifier + roll of the Anti-magic Die. On failure, the creature loses the buff and you gain it until the end of your next turn.
Rid Curse
You can use a Bonus Action to slice yourself with your weapon to get rid of a condition or debuff if it was applied through magic. On spells that had casted it at level 3 or lower, use one of your Anti-magic Dice and whatever is rolled you take in damage and the condition or debuff is gone. On spells that are level 4 or greater, roll a Constitution saving throw DC 10 + level of spell. On a successful throw, you take the damage of your Anti-magic Die and get rid of the condition or debuff. On failure, you take the damage of your Anti-magic Die and keep the condition or debuff.
Upper Hand (Passive)
When you deal at least 30 damage from the beginning of your turn to the beginning of your next turn, you regain 1 of your Anti-magic Dice.
Level 3: Magicless
You lack the ability to use any spells, including if they are at will. If you are wielding a magic item, any and all charges are immediately used up without giving any of the effects. You've learned to hone your skills to make up for your shortcomings. You can gain proficiency in one an extra skill of your choice.
Level 7: Willpower
You have an outstanding drive or stubbornness. You can use Constitution for your Intelligence, Wisdom, or Charisma saving throws instead. You can use this up to your Proficiency Bonus. You can regain 1d4 charges after finishing a short rest or all charges finishing a long rest.
Level 10: Know Thy Mage
Through every battle, you gain experience. You've learned what works and what doesn't work when fighting against magic casters. You can pick one ability from the list and can only change it after finishing a Long Rest.
Absorb Pact
When you hit a creature with a melee attack, they must succeed in a Constitution saving throw DC 8 + Proficiency Bonus + Constitution modifier. On failure, you get to steal one of their Eldritch Invocation for 1 minute. During this minute, they don't gain the benefit of this Eldritch Invocation while you do. You can only use one at a time and can use this equal to your Proficiency Bonus. You regain 1d4 charges after a short rest or all charges after a long rest.
This benefit ends early if you gain the Incapacitated Condition.
Anticipation
You predict the actions of your opponent. You can pick a school of magic. You have advantage in spell saving throw if the spell targeting you is of the same school. You can change which school using a bonus action.
You cannot use this ability if you have the Incapacitated Condition.
Apex Predator
While you are places with a Hunter's Mark by a creature, your Armor Class increases by 2. You also gain advantage on attack rolls against this creature while under Hunter's Mark.
Beastal Strike
When you attack a creature that is wild shaped and hit. Any damage the creature takes is taken out of their base hit points and not their temporary hit points.
Clash of Will
When a smite is used to damage you, the attacker must succeed a Constitution saving throw DC 8 + your Proficiency Bonus + Constitution modifier. On failure, the smite sizzles out and the spell slot is used up.
Crowd Control
While there are more than one summoned creature (or at least one summoned creature and the summoner) that is within your reach, you have advantage on attack rolls with any of those creatures.
Not Your Taste
You are immune to the Charmed Condition. You gain advantage on Insight checks and any roll that is 9 and lower is considered a 10.
Punisher
Immediately after a creature (within reach) makes a magic action targeting anyone else but you or itself, you can make an Opportunity Attack against the creature.
You cannot use this ability if you have the Incapacitated Condition.
Relentless
While within your reach, if a creature alters a spell (like metamagic) then the alteration will cost an extra charge to the creature. This doesn't work on upcasting spells.
Level 15: Against All Odds
You can use your weapon to disrupt magic attacks coming your way. When you're subjected to a spell that allows you to make a Constitution saving throw, you instead take no damage if you succeed and only half damage if you fail. You can use this feature up to your Proficiency Bonus plus your Constitution modifier, you regain 1d4 charges after a short rest or all charges after a long rest.
You cannot use this feature if you have the Incapacitated Condition.
Level 18: Overwhelming Stubbornness
Your willpower is overwhelming and has the power to change your fate. Your Constitution increases by 2, and its maximum is now 25.
Once per long rest. If you fail a spell saving throw, you can instead choose to succeed.
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