Spellbreaker (5e Class)
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Spellbreaker
For eons, Spellbreakers had to live under the constant threat of possible invasion from magic users and magical entities. That was until they began honing their ability to break magic down into its raw states. Lor'themar told us not to worry, as he would teach us to deal with the difficulties of the path ahead of us and so we follow.
Magic is a great and powerful thing. However, like all great and powerful things magic must have a way of being controlled or broken. For every action there is an equal or greater reaction. For every Sorcerer who reins fire down from the sky, or for every wizard calling forth the power of lighting, there are Spellbreakers. Spellbreakers, also called "Anti-Magi" or "Mage Killers," are the universal counterbalance to the magic casters of the realm. Although Spellbreakers are not naturally adept or skilled in the magic arts themselves, their practitioners laboriously study, create, and even use many forms of magic. They do all this so that they can learn how to destroy it all. It is through this study and the supplementation of combat and battlefield tactics that they become the most effective weapons against the dangers of unkempt magics.
Creating a Spellbreaker
Spellbreaker by samo94 |
Spellbreakers gain their prowess through years of training and practice. The ability to break a spell does not come quickly for most people. To break a spell a person must be fast of body, and even faster of mind. Spellbreakers have a deep understanding of how magic works. They are very much in touch with the very thing they seek to contain. In order to break a spell, one must be able to see and read magic as well as react quickly enough to stop the spells harmful effects. Much like casting magic, breaking magic, often requires preparation, verbal, and somatic components. However, not all magics can be broken so easily. That is why a Spellbreaker spends much of their life training their physical abilities as well. In the world of a Spellbreaker, you are either quick or you are dead.
- Quick Build
You can make a Spellbreaker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Soldier or Sage background.
Class Features
As a Spellbreaker you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spellbreaker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spellbreaker level after 1st
- Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Nature, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) A deck of cards or (b) a component pouch
- (a) A explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 15 gp in funds.
Level | Proficiency Bonus |
Features | Magic Defense | Magic Absorption |
---|---|---|---|---|
1st | +2 | Magic's Bane, Magic Knowledge | - | - |
2nd | +2 | Magic Defense, Grasp the Layline | +1 | - |
3rd | +2 | Spell Chapter | +1 | - |
4th | +2 | Ability Score Improvement | +1 | - |
5th | +3 | Extra Attack, Magic Absorption | +1 | 1 |
6th | +3 | Fundamental Praxis | +2 | 1 |
7th | +3 | Chapter Ability, Magic Resistance 1 | +2 | 1 |
8th | +3 | Ability Score Improvement | +2 | 2 |
9th | +4 | Dispel Lesser | +2 | 2 |
10th | +4 | Chapter Ability | +2 | 2 |
11th | +4 | Magic Resistance 2 | +3 | 2 |
12th | +4 | Ability Score Improvement | +3 | 3 |
13th | +5 | Aura of the Spellbreaker | +3 | 3 |
14th | +5 | Dispel Greater | +3 | 3 |
15th | +5 | Chapter Ability, Magic Resistance 3 | +3 | 3 |
16th | +5 | Ability Score Improvement | +4 | 3 |
17th | +6 | Redirect Magic | +4 | 4 |
18th | +6 | Chapter Ability | +4 | 4 |
19th | +6 | Ability Score Improvement | +4 | 4 |
20th | +6 | Perfect Break | +5 | 5 |
Magic's Bane
Beginning at the 1st level a Spellbreaker has the ability to sense magic passively. You can detect and read magical auras as easily as reading a book. You are able to distinguish the origin with a quick glance and on a successful Perception check (DC 15) a Spellbreaker is also able to tell the type and potency of the magic. In addition you gain the Mage Slayer feat at 1st level.
Magic Knowledge
The Spell Breaker is educated thoroughly in regards to all things arcane. At 1st level your knowledge of magical lore grants you advantage on Arcana checks. Likewise you have advantage upon any History checks related to the schools of magic, prominent magic users or magic items, and any Nature checks related to magical creatures. Due to your immense studies in magic at 1st level you have gained ability to disrupt a spell called a Quick Break. Once per combat round the Spellbreaker can attempt an Intelligence saving throw as a reaction to counter a spell. This roll is made against the target's attack roll. Upon a successful roll, the targets spell is countered and has no effect. This action does not trigger an attack of opportunity.
Magic Defense
At 2nd level, the Spellbreaker's defense against magic begins to harden while you are wearing no armor and not wielding a shield your AC equals 10 + your Intelligence modifier + your Dexterity modifier. See column labeled "Magic Defense" in the "The Spellbreaker" table for your current level's modifier. Add this modifier to your AC when being attacked by any magical means. In addition, any saving throws made versus a magical effect will add this modifier to the total outcome of the roll.
Grasp the Layline
While there is magic coursing through the world there is nowhere a magical being can hide from you. Starting at 2nd level, once per day you may perform a ritual by which you will be able tap into the natural laylines to detect certain magical things. This ritual takes twenty minutes to perform, after which you will know the direction of all magical creatures and items within a radius of 5 miles multiplied by your Intelligence modifier as well as a vague perception of their magical strength. If you have a particular creature or item in mind may isolate them and search solely for them, learning their approximate location within a mile as well as their general status and direction.
Spell Chapter
At 3rd level you dedicate yourself to a Chapter of Spellbreakers.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magic Absorption
At level 5 the Spellbreaker has advanced enough in their studies to begin breaking down magic into its raw form. X timer per long rest, where X is found in the column "Magic Absorption" in the "The Spellbreaker" table, the Spellbreaker can absorb magical attacks. On a successful Intelligence save the Spellbreaker absorbs the spells damage and converts it into health. This conversion cannot be larger than the Spellbreaker's maximum health points. Any excess damage is simply ignored.
Fundamental Praxis
Through your studies of history and design magical items pose less of a mystery to you than they once had. Upon reaching 6th level you no longer need to attune to a magic item in order to use and understand its capabilities. You may also use the conventional attunement period to attune to any magic item which a Spellcaster might use unless otherwise stated by the DM.
Magic Resistance
At 7th, 11th, and 15th level the Spellbreaker gains resistance to magic. For each rank of Magic Resistance select one type of magic. The Spellbreaker now has advantage on any roll made against that type.
Dispel
At 9th and 14th level the Spellbreaker gains the ability to dispel more potent magics. Dispel Lesser allows the Spellbreaker to destroy any spell of 3rd level or less as a free action. Dispel Greater allows the Spellbreaker to destroy any spell of 5th level or less as a free action. Destroying a spell does not trigger its effects. This action does not trigger an attack of opportunity. You can only use this ability a number of times equal to your Intelligence modifier per long rest.
Aura of the Spellbreaker
At the 13th level, the weave warps around you, diminishing the impact of magic. You and friendly creatures within 10 feet of you can not be made prone by magical effects and gain resistance to Fire, Necrotic and Force damage. At 18th level, the range of this aura increases to 30 feet.
Redirect Magic
Beginning at the 17th level, a Spellbreaker has mastered his ability to negate magic while in combat. On a successful Quick Break, the Spellbreaker may choose to redirect the spell to a new target. The redirected spell follows the normal rules of combat and must have a high enough attack roll to penetrate the new targets AC. The attack roll of this spell is the same as the original casters attack roll. Spells that effect an area instead of a target may be re-positioned by Redirect Magic.
Perfect Break
At 20th level a Spellbreaker is so efficient at destroying magic, that they can even destroy the magic connection inside someones body. Once per turn, a Spellbreaker may choose to replace their standard action with a touch attack if they are within touch range. Upon a successful roll against the target AC, the Spellbreaker will temporarily sever their target's connection to magic for the next ten minutes. The target may no longer cast from any school of magic using their own powers. Creatures made of pure magic will die immediately. After ten minutes the target of the Perfect Break may attempt to make an Intelligence saving throw (DC = 15+ Intelligence modifier + Wisdom modifier). On a successful saving throw the target recovers their connection to magic. On a failed save throw the target permanently looses their connection to magic. With the ability to destroy also comes the ability to create or restore. A Spellbreaker is also able to restore the connection to magic to a target who has lost their connection.
Spellbreaker Chapters
Chapter of the Bastion
Spellbreaker by Evulart |
Not all who practice the art of the spell breaker seek to do harm. There are some who pursue the studies of the anti-magus with only the intention of defending others from malicious magics and cruel wizardry. Members of the Chapter of the Bastion provide a defense, not only for members of society but even circles of magi, against all those spellcasters who would seek to do harm unto the world.
- Ardent Reflection
Beginning at 3rd level, Upon joining this chapter you are taught how to redirect harmful or disruptive magics back to their source. If a spell is cast within 30 feet of you you may use a reaction to redirect that spell toward the original caster. The attack roll must be re-rolled to see if it hits its new target. You are able to use this ability a number of times equivalent to your Proficiency bonus minus one. You regain all uses of this ability after a long rest.
- Prudent Barrier
The deceptive effects of magic are notorious, and you will do whatever is in your power to stop them. At 7th level, as a reaction you and a number of allies of your choice numbering no greater than half your proficiency bonus (rounded down) are resistant to being charmed or frightened for one minute. This ability cannot be used again until you complete a long rest.
- Thaumatic Safeguard
Your chapter arts mastery has progressed to the point where you may use your own energy to prevent harm to others. As of 10th level, if you or an ally within 5 feet of you would receive damage you may declare a number of your hit die to roll and reduce the damage received by the total of the resulting roll. If the resulting roll is greater than the damage received then the excess is treated as healing.
- Greater Ardent Reflection
You have reached a higher understanding of how to best redirect magical energies. As of your 15th level, Ardent Reflection may now be used to redirect ranged physical attacks. Additionally, one use of Reflection is regained after a short rest and all may be regained after a long rest.
- Shield Against the Eldritch
At the culmination of your understanding within the Chapter of the Bastion you become capable of extending your own natural defenses to those you protect. When you reach 18th level, your spell resistances (up to “Spell Resistance (2)”) can now extend to one ally of your choice. You may change who this ally is once per short rest. Thaumic Safeguard may now also add your proficiency bonus to your hit die rolls.
Chapter of the Mage Hunter
Spellbreaker by Altana |
There are dark things that magic users can accomplish when allowed, and it is the duty of those capable to stop it. To achieve true destruction of the heinous magi the Chapter of the Mage Hunter devotes themselves to becoming powerful combatants dauntless in their task to defeat their magic adversaries.
- Mana Pool
You use your knowledge of the magical laylines to beckon upon your own natural connection. As you join the chapter at 3rd level you gain a pool of Mana Points. These points are equivalent in number to your Intelligence modifier + your Proficiency bonus. You regain 1d4 - 1 (minimum of 1) points per short rest, and all points after a long rest.
- Mana Burn
The mana you drag from the aether can now be called forth in violent bursts. At 3rd level you may choose to spend a mana point when you attack in order to deal 1d4 extra force damage. You may also choose to spend three points to deal 1d6 extra force damage, and five points to deal 1d8 extra force damage. You may only purchase one die amount of damage per attack.
- Contemplative Pursuer
Too often the acquisition of information is perceived as relying on charm rather than wits. At 7th level you may substitute your Wisdom modifier for Charisma skill checks. You also gain advantage on any Perception or Investigation checks regarding magic or magical things.
- Strangle the Layline
Your impassioned pursuit of that which you seek has opened new avenues of awareness. As of 10th level Grasp the Layline now takes half as long to perform. You may also spend two mana points to triple the radius of your layline perception. Additonally, you may also choose to expend four mana points to know the exact location and status of a specific magical target. or to know the approximate location of a non-magical target within a mile.
- Mana Surge
Your draw upon the laylines and your mana has only grown, as has your deftness in the handling of it. As you reach 15th level, your Mana Burn now deals 2d4 (2d6, 2d8) damage and your pool capacity is equal to your proficiency bonus + Intelligence modifier + Wisdom modifier.
- Esoteric Predator
Your zealousness and ingenuity has reached its pinnacle. There are no longer defenses which can hold you at bay. As of 18th level, when fighting a creature with immunities or resistances you may expend half your total mana points (rounded up) in order to overcome one immunity or resistance of your choice. For the remainder of combat if the creature was immune to a type of damage when you attack with that type it will be treated as though the creature was not. If the creature was resistant to a type of damage, then when you attack with that type of damage the creature is treated as though it was a weakness.
Multiclassing
Prerequisites. To qualify for multiclassing into the Spellbreaker class, you must meet these prerequisites: 15 Intelligence and 13 Dexterity.
Proficiency. When you multiclass into the Spellbreaker class, you gain the following proficiency: Arcana.
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