Fighter
Base Class: Fighter

Magic is often seen as an extremely powerful force, which it is. At it's most powerful, it can bend reality to it's master's will, and shape history itself. There are many who would say that this power is too much for any mortal to be responsible for. With this idea in mind, some of this number train in secret, in order to develop techniques to defeat wielders of magic in battle. These are the Spell Breakers.

Spell Breaker's are highly trained martial combat experts who specialise in combating opponents with high magical power. They can innately detect magic, and the most powerful are even said to be able to slice through magic with their weapons, or even punch through it with naught but a fist and their own determination (though these are the people of legend)

Spell Breaker's are also notoriously studious, having to beat a magic user at their own game requires much in the way of preparation and skill. With all these skills combined, Spell Breakers are not people to be trifled with, by mundane fighter or magical prodigy alike.

Spell Breaker Training

At level 3, when you take this subclass, it marks the end of your training, and the start of your life as a fully fledged Spell Breaker.

Your training gives you proficiency in the arcana skill, as well as the ability to cast detect magic a number of times equal to your constitution modifier per long rest. At level 7, you will be able to cast detect magic at will.

Magic Blade

At level 3, you learn to absorb the magic of a spell and focus it into a strike of vengeance.

As a reaction, you can steal a portion of magic from a damaging spell you are hit by. Make an attack roll against the spell being used against you. The AC of a spell will be 13 plus the spell's level. If you hit, you can roll a damage roll and ignore that amount of damage from the spell, as well as add that amount to your next attack.

Magical Study

At level 7, you have fought enough mages in order to see some of their more common tricks coming.

Once per short rest, choose one creature. As a bonus action, you may make a contested check, with your insight contesting the creature's deception. Upon a success, roll 1d4. You will learn the nature of that many of the enemy's spells, this means their names and effects, as well as save DC if applicable.

Arcane Resistance

At level 10, your experiences as a Spell Breaker have moulded your body into a shell capable of resisting magical effects.

Once per short rest, you may end the effect of any condition placed on you by a spell or magical effect, as long as you are not incapacitated.

Mystical Parry

At level 15, your experience is so great that you can deflect lesser spells with ease.

When you are the target of a spell attack, or the target of a forced saving throw from a spell, you may make a contested roll, rolling an attack roll against an arcana check from the enemy. Upon a success, the spell is sliced in half and is rendered useless. You may perform this feat once per short rest.

Innate spellcasting

At level 18, you have been in contact with magic enough that some of it has rubbed off on you, and your study has been in depth enough that you have learned to cast a spell as well.

You may choose one levelled wizard spell of any level up until 5th that you learn to cast. This spell may be used a number of times equal to your CON modifier per long rest. This spell will always be upcast at 5th level where possible.

Your spellcasting modifier will be your intelligence, as this spell is a result of study.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

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