Base Class: Fighter
Spellwards are an essential component of a guardforce or military in locations with a high number of magic users, such as large cities or on the battlefront. They possess the unique ability to harness the energy of spells redirected by them and turn them in their favour both offensively and defensively.
Anti-magic Affinity
When you reach 3rd level, you gain a command over the detection and disruption of magic. You gain the ability to cast the detect magic spell a number of times equal to your proficiency modifier, and you gain the ability to cast dispel magic as a 3rd-level spell a number of times equal to half your proficiency (round down).
Additionally, you can cast counterspell as a 3rd-level spell which has unique properties for you (as listed below) once per day. Starting at 7th level, you gain additional uses of counterspell equal to half your Constitution modifier (minimum of 1).
You regain all expended uses of these spells when you finish a long rest.
Constitution is your spellcasting ability for these spells. If an option requires a saving throw, your spell save DC is calculated as follows:
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Weaponised Counterspell
Starting at 3rd level, your counterspell is empowered. When rolling to determine success of your counterspell, you roll with advantage if you can see the caster. In addition, if your counterspell is successful, you can redirect the energy in one of the following ways:
- You gain a shield that lasts until the end of your next turn. This shield absorbs spell damage equal to your fighter level + your Constitution modifier. While this shield remains, your AC is increased by 2.
- You absorb the spell and can use a bonus action before the end of your next turn to redirect it at a new target as if you had cast it from your location. Any damage or healing provided is halved.
Furthermore, attempts at preventing you from casting counterspell (such as through another counterspell) automatically cause 2d6 psychic damage to the caster, or half as much if they succeed in preventing you. This damage increases by 1d6 at 10th level and again at 15th level.
Arcane Failsafe
At 7th level, failed attempts to counterspell are still able to redirect some of the spell's energy to signficant effect. When your counterspell does not succeed against a spell with a single target that you can see within 60 feet of you, you can choose to give them one of the following benefits that lasts until the end of your next turn:
- the target has advantage on saving throws against the next spell they receive that requires one
- you create a shield around the target, providing temporarily hit points equal to your fighter level plus your Constitution modifier
When your counterspell does not succeed against a spell with multiple targets that includes you, you can choose a number of these targets equal to your Constitution modifier that you can see within 30 feet of you to receive one of the following benefits that lasts until the end of your next turn:
- the targets have advantage on saving throws against against the next spell they receive that requires one
- you create a shield around them, providing temporarily hit points equal to half your fighter level (rounded down) plus half your Constitution modifier (rounded down)
In addition, if you are required to roll when attempting to cast a counterspell provided by your Anti-magic Affinity feature, you immediately regain one use on a roll of 20. If you are not required to roll (such as if the spell is of 3rd level or lower), roll a d6 instead. On a roll of 6, you immediately regain one use.
Empowered Disruption
At 10th level, when you cast counterspell its range is 90ft.
In addition, when your counterspell is successful, it also deals psychic damage equal to your Constitution modifier. If the target is concentrating on a spell, it has disadvantage on the saving throw it makes against this damage to maintain concentration.
Ward of the Extraordinary
Starting at 15th level, your ability to disrupt the arcane has bled into warding against arcane-like abilities. When a creature uses an ability, feature or action that deals acid, cold, fire, lightning, thunder, poison or psychic damage, provides temporary hit points or healing, or requires its user to concentrate, you are able to use the counterspell provided by your Anti-magic Affinity to attempt to prevent it. The roll you make for this is at disadvantage, however you are afforded a number of failures equal to your proficiency modifier (rounded down) that do not count against the uses of your Anti-magic Affinity, although your reaction is consumed either way. You regain these uses after a long rest.
Arbiter of the Arcane
Starting at 18th level, all spells made against you are accompanied with regret. You gain two additional ways to use your Weaponised Counterspell:
- you silence the target, reduce their movement speed to 0 until the end of their next turn, and if they are maintaining concentration on a spell they must immediately make a Constitution saving throw with disadvantage against your spell save DC to maintain their concentration
- you gain the effects of globe of invulnerability until the end of your next turn and can immediately move up to your movement speed without provoking opportunity attacks
In addition, when you succesfully use a counterspell provided by your Anti-magic Affinity, you instantly regain an additional use of it on a roll of 18-20.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/1/2020 1:24:24 PM
|
5
|
1
|
A
|
Coming Soon
|
|
|
10/23/2020 3:01:01 PM
|
8
|
2
|
--
|
Coming Soon
|
Comments