Fighter
Base Class: Fighter

The world has rattled you. You have seen its true colors, ones beyond grey.

Weary

At 3rd level, you begin to prepare yourself for every eventuality the world can throw at you. You gain the following benefits:

Arcana

You gain proficiency in the skill Arcana.

History

You gain proficiency in the skill History.

Investigation

You gain proficiency in the skill Investigation.

Medicine

You gain proficiency in the skill Medicine.

Religion

You gain proficiency in the skill Religion.

Survival

You gain proficiency in the skill Survival.

Underlying Suspicion / Paranoid Conviction

At 3rd level, whenever a creature within 30 feet of you casts a spell that targets you, you can immediately retort before the spell takes effect, and use your reaction to make a weapon attack against that creature if they are within range. You can also instead throw a dagger at the target if you are wearing one on your person. If the attack hits, the creature must make a concentration check. If they fail, the spell’s effects are negated.

Also, if you ready an attack, the attack can benefit from your extra attack feature. All attacks you make in this way have advantage if they happen on another creature's turn.

Low-Fi Antimagic

At 7th level, you develop more profound countermeasures.

 You can take 1 hour as part of a short or long rest to use a jeweler’s kit and a gem worth at least 100gp, and if you make an Arcana check (DC 15), you are able to create a Magic Decoy that weighs 10 lbs. If a creature in possession of this item is targeted by a spell of 1st level or higher, this decoy will absorb the spell’s effects, negating its effects on them. The decoy is then destroyed. You can only have 1 Magic Decoy prepared at a time. At 11th level, you can have 2 Magic Decoys prepared at a time.

You gain proficiency with jeweler’s tools.

Pro-Anti

At 10th level, you further understand the nature of magic through self-experimentation with gems. 

You implant a partially-hollowed lodestone into your body, and gain resistance to force damage.



You can implant a gem worth at least 1000 gp into the lodestone, the type of which determines the benefit it grants you:

  • Ruby (Fire Resistance)
  • Sapphire (Cold Resistance)
  • Lapis Lazuli (Lightning Resistance)
  • Jade (Poison Resistance)
  • Emerald (Acid Resistance)
  • Obsidian (Necrotic Resistance)
  • Sunstone (Radiant Resistance)
  • Diamond (Psychic Resistance)
  • Topaz (Thunder Resistance)
  • Ravenar (Resistance to Bludgeoning, Slashing, and Piercing damage from Magical weapons)

You can install another gem over the course of 1 hour, which can be done during a short or long rest. You can only implant 1 gem at a time into the lodestone.

Retroforces

At 15th level, your modifications have altered not only your perception of time, but your place in it. You can use a bonus action to gain either of the following benefits:

  • You retroactively imbue a target you hit with an attack this turn with the spell dispel magic at 3rd level. Constitution is your spellcasting ability for this spell.
  • You retroactively imbue all attacks you made this turn that hit with an additional 2d6 force damage.
  • You retroactively brand a target you hit with an attack this turn. For 1 minute, if a creature you can see within 30 feet of the target you branded casts a spell, you can cast the spell counterspell from the creature's position.

You can use this ability a number of times equal to your Constitution modifier (minimum of 1) before your next long rest.

Worldly

At 18th level, experience, body augmentation, and finally, time, have honed your senses to become the ultimate survivor.

 You gain a bonus to all Intelligence, Wisdom, Charisma checks and saving throws equal to your Constitution modifier.

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