Fighter
Base Class: Fighter

The broken weapons of the Sunspears have become daggers in the hands of their descendants, which they use to strike at the very fabric of magic and strip it from their foes. They meditate to see past their enemies' defenses, and they use their adrenaline to counter attacks.

Adrenaline Burst

Starting at 3'ed level you learn techniques with different weapons that help you better combat spellcasters, you learn two Adrenaline Burst options(see "Adrenaline Burst Options" below). You can use Adrenaline Burst's up to a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

If an option requires a saving throw, your Adrenaline Burst save DC is calculated as follows:

 

Adrenaline Burst save DC = 8 + your proficiency bonus + your Strength modifier

 

Arcing Slice. "Prerequisite 2 handed weapon that deals slashing damage" As an action roll damage for your weapon, Each creature in a 5-foot-radius sphere centered on you up to your Strength modifier (minimum of one) must make a Dexterity saving throw. A target takes full damage on a failed save or half as much damage on a successful one. This attack's deals extra damage to the target equal to half your fighter level if the target is missing any of it's hit points

This attack's deals extra damage to the target equal your fighter level when you reach 18th level in this class. 

Earth Shaker. "Prerequisite 2 handed weapon that deals bludgeoning damage" As an action you leap 10 ft into the air and and then slam your weapon into the ground causing intense shock waves, Each creature in a 5-foot-radius sphere centered on you must make a Constitution saving throw or be stunned until the end of there next turn

The Radius of the sphere increases by 10 ft when you reach 18th in this class 

Flurry. "Prerequisite 1 handed weapon that deals slashing damage" As an action make an attack targeting a creatures tendons, if the attack hits the creature will be unable to preform the somatic components of a spell and it's speed is reduced to 0 until the end of its next turn

Full Counter

Starting at 7th level, you learn to redirect the energy of your foes attacks and spells. As a reaction which you take when you are hit by an attack or when you make a saving throw roll a 1d10 and add the number your AC or saving throw and If the attack still hits or you fail the saving throw you has resistance against the damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

No Escape

Starting at 10th level, if a creature within your range attempts to use a spell or magical ability to move out of your reach can use your reaction to make a opportunity attack and if you hit the target the magical movement is stopped and it's speed is reduced to 0 until the end of the current turn.

Break Enchantments

At 15th level, you have learned how to stop the flow of magic and better protect your mind from magical assaults. You gain proficiency in wisdom saving throws and you can cast Counterspell and Dispel Magic with no verbal and somatic or material components once each with this trait, and you regain the ability to do so when you finish a short or long rest

Winds of Disenchantment

At 18th level you have become a master of dispelling magic, so much so when you focus magic can not exist around you. you can cast Antimagic Field with no verbal and somatic or material components once with this trait and the radius is increased by 10 feet, and you regain the ability to do so when you finish a long rest.

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