Fighter
Base Class: Fighter

Typically originating from low-magic societies, spell breakers have trained to fight best against those who choose to wield the weave instead of the blade. They sever the threads of the weave and leave mages cursing their lost spells. While not generally trained in casting spells themselves, spell breakers are familiar with arcane techniques necessary to counter spells and are more proficient in resisting harmful spell effects. Their familiarity with the weave enables them to pull from the power of remnants of magic around them to enhance their own attacks and abilities.  

Spell Breaker Lore

At 3rd level, you learn some early secrets of the arcane as required by those amongst your order. You gain proficiency in the Arcana skill.

Spellcasting

Some features of this subclass grant you the ability to cast spells. See Chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the PHB for the wizard spell list which your spells comes from.

Cantrips.

You learn one cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at levels 7 and 15.

Spellcasting Ability

Intelligence is your spellcasting ability for the few spells you know as you have learned them through study of a specific form of martial training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Burgeoning Fortitude

Your training has made you more capable at resisting magical effects. At third level, you choose one additional saving throw to become proficient in. You choose one additional saving throw at level 10 and again at level 15.

Charisma

You gain proficiency in Charisma Saving Throws.

Dexterity

You gain proficiency in Dexterity Saving Throws.

Intelligence

You gain proficiency in Intelligence Saving Throws.

Wisdom

You gain proficiency in Wisdom Saving Throws.

Remnant Magic

When you choose this archetype at 3rd level your attunement to the weave enables you to capture remnants of the magic around you to empower yourself.

Remnant Magic

When a spell of first level or higher originates from a location within a 5 foot radius of you or a spell targets a creature or area within a 5 foot radius of you, you are able to harness remnant magic from the spell. You can store a number of charges equal to your proficiency modifier. Your attunement to the arcane all around you enables you to capture all of your expended remnant magic after completing a long rest.

Magical Adaptations

You can expend stored remnant magic to adapt the magic and enhance your own capabilities. You start knowing two magical adaptations and learn two additional magical adaptations at level 7 and one additional magical adaptation at levels 10, 15, and 18. Whenever you learn a a new magical adaptation, you can replace one magical adaptation you currently know with a new one.

The magical adaptations available to you are listed alphabetically below. A level prerequisite refers to a levels of this class. 

Arcane Bulwark

When you are hit by an attack, you can use your reaction to expend one charge of remnant magic to increase your AC by 2 until the start of your next turn, including against the triggering attack.

Arcane Focus

As a bonus action, you can expend one charge of remnant magic to gain advantage on your next attack.

Heightened Mind

Prerequisite: 10th level

As a bonus action, you can expend one charge of remnant magic to gain advantage on your next Intelligence ability check.

Mystic Step

As a bonus action, you can expend one charge of remnant magic to increase your walking speed by 5 times your proficiency modifier until the end of your turn.

Occult Vengeance

When you hit a creature with an attack, you can expend one charge of remnant magic to deal an additional 1d6 force damage. This damage increases to 1d8 at level 10 and further increases to 1d10 at level 18

Resilient Magic

Prerequisite: 7th level

As a bonus action, you can expend two charges of remnant magic to gain resistance to one of the following damage types until the end of your next turn: acid, cold, fire, lightning, necrotic, poison, thunder.

Transmundane Vision

Prerequisite: 15th level

Once per day, as an action, you can expend 3 charges of remnant magic to gain true sight for 10 minutes out to a range equal to 10 times your proficiency modifier.

Transmute Weapon

Prerequisite: 7th level

As a bonus action, you can expend two charges of remnant magic to change your weapon's damage to one of the listed types: acid, cold, fire, lightning, necrotic, poison, thunder.

Truly Indomitable

Prerequisite: 10th level

When you making a saving throw, you can expend one charge of remnant magic to gain a bonus 1d8 to your saving throw.

Resolute Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Arcane Awareness

At 7th level, you can cast Detect Magic or Identify. When you cast a spell using this feature, you gain one charge of remnant magic. You can use this feature a number of times equal to your intelligence modifier. You regain expended uses when you finish a long rest.

Spell Breaking

At 10th level, you can cast Counterspell or Dispel Magic. When you successfully counter a spell or dispel a magical effect, you gain a number of charges of remnant magic equal to half of the spell's level (rounded down). You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest. You can expend additional uses to increase the level of the Counterspell or Dispel Magic spell by one level per additional use spent. You cannot capture remnant magic directly from your casting of Counterspell of Dispel magic.

Anti-Magic Wave

At 15th level, as an action, you can consume 5 charges of remnant magic to unleash an anti-magic wave in 10-foot radius centered on you. All creatures within the area must make a constitution saving throw against your spell save DC. On a failed save, the creature takes 5d10 force damage or half as much damage on a successful save. If a creature fails the saving throw it can't use its reaction until the end of your next turn. Additionally, if the creature fails the saving throw, If the creature attempts to cast a spell with a casting time of 1 action on its next turn, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Arcane Reflection

Starting at level 18, when you successfully counter a spell using your spell breaking feature, you can immediately recast the countered spell as part of the reaction you used to counter the spell. Once you use this feature, you must finish a short or long rest before you can use it again.