Base Class: Fighter
Arcane Absolver
3rd Level Abilities:
Absolver Initiate
At 3rd level you may take this subclass to gain its abilities and attributes.
When you take this subclass you gain Absolver Dice that allow you to add them to saving throws that regard to magic, empower your weapon attacks or cast spells. At 3rd level you gain 3d6 absolver dice that can be used. These dice can be used all at once or one at a time, and are recovered on short rests. To empower an attack you must use a bonus action to power your weapon with magic. At higher levels you gain more dice and the type of dice is changed. At 6th level you gain an additional die, 4d6. At 11th level the type of die changes to a d8 and you gain an additional die, 5d8. At 16th level you gain an additional die, 6d8. At 18th level the type of die changes to a d10 and you gain an additional die, 7d10. At 20th level you gain an additional die, 8d10.
Absolver's Intellect
Your intellect and cunning mind helps you gain advantages in battle. At 3rd level, when you take this subclass, you may add your intelligence modifier to your AC on a reaction. You may do this up to your intelligence modifier times per long rest, at least once. This acts as a shield spell that adds AC to you for until the start of your next turn.
7th Level Abilities:
Absolver's Will
At 7th level you gain the ability to create a magical barrier around yourself. As an action you may add temporary hit points equal to 3 times your fighter level plus your intelligence modifier. This can only be done once per long rest, but may be recharged during short rests by using hit dice, each hit die recharges the number rolled plus your intelligence modifier of hit points to your barrier. If this barrier drops to zero hit points the extra damage is negated, but the barrier is destroyed until your next long rest. At 15th level you may use this ability twice per long rest and you may form it on other creatures.
Absolver's Counter
At 7th level you may cast spells using your absolver dice as spell slots. You may cast the spells counter spell, dispel magic, haste, and magic circle all at 3rd level.
10th Level Abilities:
Arcane Resistance
At 10th level you become resistant to magical effects. You gain advantage on all saving throws against magic, and have resistance to all magical damage.
Magic Syphon
At 10th level your weapon now syphons magical energies. Every time a spell is cast within 30ft of you, you may spend a reaction to restore an absolver dice.
15th Level Abilities:
Absolver's Curse
At 15th level as a bonus action you may bestow a curse onto a creature that you can see within 60ft of you. This curse takes effect when the target uses any magical ability or casts any spells. The creature must make an intelligence saving throw or take 3d10 force damage to cast a spell. As a part of this curse the target can not regenerate any magical abilities or spell slots until the curse is removed. If the target fails three saving throws, the target is considered cursed. This curse can last up to 24 hours, with all effects until the 24 hours are completed or the curse is removed.This ability can be used once per long rest.
18th Level Abilities:
Absolver's Aurora
At 18th level, your magical essence cancels out magic that it touches, in a 10ft radius around you no magical effects can take fruition. It is like the spell dispel magic is constantly around you.
Absolver Initiate
Absolver Initiate
At 3rd level you may take this subclass to gain its abilities and attributes.
When you take this subclass you gain Absolver Dice that allow you to add them to saving throws that regard to magic, empower your weapon attacks or cast spells. At 3rd level you gain 3d6 absolver dice that can be used. These dice can be used all at once or one at a time, and are recovered on short rests. To empower an attack you must use a bonus action to power your weapon with magic. At higher levels you gain more dice and the type of dice is changed. At 6th level you gain an additional die, 4d6. At 11th level the type of die changes to a d8 and you gain an additional die, 5d8. At 16th level you gain an additional die, 6d8. At 18th level the type of die changes to a d10 and you gain an additional die, 7d10. At 20th level you gain an additional die, 8d10.
Absolver's Intellect
Absolver's Intellect
Your intellect and cunning mind helps you gain advantages in battle. At 3rd level, when you take this subclass, you may add your intelligence modifier to your AC on a reaction. You may do this up to your intelligence modifier times per long rest, at least once. This acts as a shield spell that adds AC to you for until the start of your next turn.
Absolver's Will
Absolver's Will
At 7th level you gain the ability to create a magical barrier around yourself. As an action you may add temporary hit points equal to 3 times your fighter level plus your intelligence modifier. This can only be done once per long rest, but may be recharged during short rests by using hit dice, each hit die recharges the number rolled plus your intelligence modifier of hit points to your barrier. If this barrier drops to zero hit points the extra damage is negated, but the barrier is destroyed until your next long rest. At 15th level you may use this ability twice per long rest and you may form it on other creatures.
Absolver's Counter
Absolver's Counter
At 7th level you may cast spells using your absolver dice as spell slots. You may cast the spells counter spell, dispel magic, haste, and magic circle at 3rd level.
Arcane Resistance
Arcane Resistance
At 9th level you become resistant to magical effects. You gain advantage on all saving throws against magic, and resistance to all magical damage.
Magic Syphon
Magic Syphon
At 10th level your weapon now syphons magical energies. Every time a spell is cast within 30ft of you, you may spend a reaction to restore an absolver dice.
Absolver's Curse
Absolver's Curse
At 15th level as a bonus action you may bestow a curse onto a creature that you can see within 60ft of you. This curse takes effect when the target uses any magical ability or casts any spells. The creature must make an intelligence saving throw or take 6d10 force damage to cast a spell. As a part of this curse the target can not regenerate any magical abilities or spell slots until the curse is removed. If the target fails three saving throws, the target is considered cursed. This curse can last up to 24 hours, with all effects until the 24 hours are completed or the curse is removed.This ability can be used once per long rest.
Absolver's Aurora
Absolver's Aurora
At 18th level, your magical essence cancels out magic that it touches, in a 10ft radius around you no magical effects can take fruition. It is like the spell dispel magic is constantly around you.







-
View User Profile
-
Send Message
Posted Dec 12, 2024Alright So this is a great subclass since its focus's around super natural magic and not magical stuff, the pros is the fact its not that broken, similar to the Ilrigger class. However the thing I don't like how vague the Absolver's counter is since it doesn't state if its at will or once per day or short rest basically. Overall good subclass :)