Fighter
Base Class: Fighter

As a child you were either adopted into, had a family member, or conscripted into The Order of the Knights Templars. Dedicated to bringing evil mages to justice most of the order is trained in the detection and countering of magic. When the order receives word of someone abusing magic one or more Knights Templars are sent on a quest to either kill or capture the magic user. Note for the dm and player: While the order is a good background for the subclass it is by no means a needed component for it. The order is by no means a perfect organization and consider that a higher up leader is possibly corrupt or using the order for self gain, consider why your character is adventuring and if they are still apart of the order or left for another reason.

Arcane Adept

Starting at 3rd level you gain proficiency in the arcana skill, if you already have proficiency in the arcana skill choose a separate proficiency

Distraction Adept

Starting at 3rd level Whenever you see someone or something within 30ft doing anything other than make a melee weapon attack, ranged weapon attack or casting a spell that causes a harmful effect, you can use your reaction to distract them and make them do nothing with their reaction. The creature must make a wisdom saving throw (DC = 10 + Proficiency bonus + your intelligence modifier) on a failure the creature uses it's action to do nothing, on a success the creature is unaffected. You can use this feature a number of times equal to your intelligence modifier with a minimum of once.

Mystic Sight

Starting at 7th level your experience combating magic allows you to detect magical auras, as if using detect magic. Instead of the range described by detect magic it is instead limited to your the first 30 feet of your vision. Additionally when used to look at a creature you can tell if they are capable of casting spells. Duration is 10 minutes and you can use this ability a number of times equal to your Intelligence modifier. Regain uses after a long rest.

Spell Breaker

When you or any creature within 60 feet of you is targeted by a spell, you can use your reaction to end that effect. You must make an Intelligence check, adding your proficiency bonus, against a DC of 10 + the spell's level. On a success, the creature's spell fails and has no effect. You can use this feature a number of times equal to your intelligence modifier, a minimum of once. You regain all uses after a long rest.

Magic Adept

You can now attune to an additional magic item to have the maximum increased to 4. At higher levels you gain the ability to attune to one additional magic item again at 14th level and again at 18th level.

Spell Decay

At 15th level you learn how to affect the internal magic of a creature. When you hit a creature that has the ability to cast spells with a melee weapon attack, you can force the creature to make a Constitution saving throw, with a dc of 8 + proficiency bonus + your intelligence modifier. On a failure roll a d6 and whatever number is rolled is the spell slot level that is used up. Additionally the target takes 1d8 extra force damage per spell slot level that was used up. On a success the caster keeps the spell slot and takes half damage.

Anti Magic Adept

At 18th level you gain the ability to create an area where all magic fails. Once a day you can cast the anti magic field spell. You regain the use of this feature once per long rest.

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