Base Class: Fighter
Weave Tearer
During the Time of Troubles, it was told that the Deity Helm struck Mystra and changed the nature of The Weave henceforth. Zealous followers of The Vigilant One learned how to augment their martial abilities by disrupting The Weave. You likely learned the same abilities first or second hand from a similar zealot. Eventually, seeing and tearing the fabric of The Weave became a deadly second nature for you.
The Weave's Bane
The Weave Tearer is trained to seek out those who have a connection with The Weave - spellcasters, sorcerers, monsters - and destroy them. They rely on exploiting a spellcaster's dependence on their magic and turn it against them using specialized martial prowess.
Spellbreaker
At 3rd level, your attacks are imbued with magic harnessed from Dead Magic Zones. As a bonus action on your turn, you can make a weapon attack against a creature, dealing an additional 1d8 force damage on a successful hit. If the target is concentrating on a spell, you can impose disadvantage on its saving throw to maintain its concentration.
Bonus Proficiency
At 3rd level, you gain proficiency in the Arcana skill. In addition, you are able to cast Detect Magic as a ritual. Intelligence is your spellcasting ability for this spell.
Shielded Mind
At 7th level, you become inoculated to the harmful effects of spells. You gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).
Spell Shielding
At 10th level, you learn to use your mastery of breaking The Weave to protect yourself or your allies. When you or another creature within 30 feet of you is subject to a spell or a magical effect, you can use your reaction to grant a bonus to the targeted creature's AC or saving throw. The bonus equals your Intelligence modifier (minimum of +1)
Spell Maim
At 15th level, your attacks gain the ability to temporarily cut a creature's connection to The Weave. Whenever you successfully hit a target using your Spellbreaker feature, the target loses the ability to cast spells until the end of its next turn.
Spell Turnabout
At 18th level, your control over disrupting the weave has marked your physical body permanently. To those attuned to The Weave, you appear to be a walking Dead Magic Zone. Spellcasters feel discomfort being around you for too long, and to them, you appear to be surrounded by a thin film that distorts your features slightly.
You gain resistance to damage from spells and magical effects. In addition, when you are targeted by a single-target spell, you can use your reaction to make an Intelligence check contested by the caster's spellcasting ability. On a success, the caster is targeted by the same spell using the original caster's Spell Save DC and Spell Attack Bonus. You can use this feature three times between long rests.
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