Fighter
Base Class: Fighter

Anti-Magic Knights fight using the power of Anti-Magic.  Anti-Magic is an energy that is capable of nullifying other forms of magic.  Anti-Magic naturally opposes any mana and magic, so only someone without any magic power can wield it; Therefore, Anti-Magic Knights cannot use magic, however they can gain the benefits of magically imbued items such as healing potions and enchanted items. 

Shield Bypass

At 2nd level, your attacks ignore magically increased AC levels from spellcasting.  The Anti-Magic Knights weapon ignores the temporary AC increase from spells such as Shield, Shield of Faith and Mage armour 

Knights Order

When you reach 3rd level, you follow an order that binds you as an Anti-Magic Knight forever.  Up to this point you have been following the path to be an Anti-Magic Knight.  Becoming an Anti-Magic Knight involved rigorous training, that helps further enhance strength, speed, durability and hone your natural instincts.  The Anti-Magic Knights are a group of warriors that specialise in combat with Anti-Magic weapons, when the user reaches 3rd level he or she chooses an order to follow further developing their skills.  Now you choose the Order of the Slayer, Order of the Dweller, or the Order of the Destroyer, all details at the end of the class description. 

Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.  

Spell Slice

Starting at 3rd level, you can use your reaction to slice the spell when you are hit by a ranged spell attack.  When you do so, the damage you take from the attack is reduced by 1D10 + your Strength modifier + your Anti-Magic Knight level. 

If you reduce the damage to 0, you can reflect the spell and make a ranged spell attack with the reflected spell.  You make this attack with proficiency, using your Strength bonus as your spell attack modifier, the range of this attack is the same as described by the initial spell used up to a maximum of 120 feet.  

Anti-Magic Reactions

At 9th level, your ability to dodge magic attacks has improved greatly.  You gain advantage against spell saves.  

Improved Perception

Starting at 7th level, your level of perception has improved dramatically, this is due to Anti-Magic weapons special properties.  You gain advantage in your perception checks.  

Magical Interference

At 10th level, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain it's concentration. 

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Enhanced Durability

Starting at 10th level, you gain a high durability, Your Constitution score increases by 2.  Your maximum for this score is now 22.   

Devastating Blows

At 15th level, your attacks score a critical hit on a roll of 19 or 20. 

Anti-Magic Overflow

Starting at 15th level, you learn to channel anti-magic energy throughout your body and attain a form where anti-magic courses through and covers part of your body.  This form is drawn to strong magic and greatly increases the users strength and speed while it also improves their focus and clarity of mind.  

As a bonus action, you can overflow your body with Anti-Magic.  Temporarily your strength checks are rolled with advantage, your speed increases by 10 feet and allows you to sense any magic users location even if invisible up to 120 feet.  

Once you use this feature you must take a short rest before you can use it again 

Improved Anti-Magic Overflow

At 20th level, you can use the Anti-Magic Overflow feature 3 times before you must take a short rest to use it again. 

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