Base Class: Monk
Monks of the Way of the Anti-Mage view the arcane arts as corrupting and frivolous with their techniques letting intelligent barbarians do as they please, they are the progenitors of a fighting style specialised in battling spellcasters and their lackeys.
The Monks of the Way of the Anti-Mage's teach techniques on how to prevent their enemies from speaking, holding their weapons and thinking clearly, they teach how to predict and dodge incoming magic, and advanced arts on how to utilise their ki to deflect and twist spells backwards, and practice the complete prevention of a spell from being cast.
Disconcerting Strikes
Starting when you choose this tradition at 3rd level, your training has allowed you to understand the inner intricacies of Spellcasting and the requirements that a mage must undertake to follow the flow of battle. You may spend one Ki Point whenever you hit a creature with one of the attacks granted by Flurry of Blows, as you attempt to prevent the components required to cast spells, that creature must make a Constitution Saving Throw or have one following effects imposed upon the target:
- Silence. The creature is unable to speak finding their voice muted, that creature cannot communicate verbally, or cast spells that require a a Verbal component until the beginning of their next turn.
- Impose. The creature's hands seem to be unable to move properly, causing their next attack to be at disadvantage and removing their capabilities to cast spells that use a Somatic component until the beginning of their next turn.
- Daze. The targeted creature is dazed, finding their memory failing them and preventing them from casting Spells at Higher Levels until the beginning of their next turn.
A creature afflicted by one of these effects cannot have an additional one imposed upon them, until the current affliction ends.
Knowledge of the Taboo
Upon choosing this tradition at 3rd level, you’ve undergone extensive training in the Way of the Anti-Mage, teaching you the process of the arcane arts and how to best use them against your foes. You gain proficiency in both Arcana and Insight if you do not already, and at 9th level you gain expertise in Arcana.
Magic Fortitude
At 6th level, your training has given you insight into how magic can affect you and you have trained against it. You gain three charges of Magic Fortitude that, as a reaction allows you to gain Advantage against a spells Saving Throw or impose Disadvantage on a spell that targets you.
You regain spent charges of Magic Fortitude once per Short Rest and the number of charges increases at level 11 (3 charges).
Arcane Reversal
At 11th level, you have learnt to channel your ki to grasp and redirect spells headed your way. You can hold up to 2 charges of Arcane Reversal, and as a reaction, you may spend five ki points, expend one charge and make a Dexterity Saving Throw equal to 15 + the Spells Level, to twist and reflect the spell back towards a valid target within range.
If you fail the Dexterity Saving Throw, the spell automatically hits, or you automatically fail the Saving Throw, and you take an additional 1d4 force damage per spell level. You regain spent charges once per Long Rest or if a creature is killed or knocked unconscious by the reflected spell.
Abrupt Force
At 17th level, having studied the exhaustive process of Spellcasting, you have learnt the capabilities necessary to distract and prevent a spell from being completed. When a creature within range begins casting a spell you may use your reaction to make an Unarmed Attack, that creature must make a Constitution Saving Throw or have the spell Countered. If the spell being Countered is of 5th Level or lower you may make that attack at Advantage.
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Posted Jul 16, 2020Hi, this is Aguenic, this is just an Alpha build of the way of the Anti-Mage, if you have any suggestions on a better name or ways to improve balance and or the abilities, let me know! C&C more then welcome.