Anti-Mage (5e Subclass)

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Anti-Mage[edit]

Fighter Subclass

After years of battle, you’ve realized that no matter how strong your body becomes, physical might will never rival magical power. You’ve witnessed the devastating potential of magic users and grown wary of their abilities. Over time, this wariness turned into deep resentment—a burning desire to see mages brought down to the same level of vulnerability you feel in their presence. Determined to find a way to counter their power, you embarked on a relentless search for answers. After exhaustive research, you stumbled upon an ancient book—an artifact of the extinct sect known as the Ts’ere-Jira. Though the book’s contents initially seemed like gibberish, you slowly began to decipher its pages. With each revelation, a dark power awakened within you.

Power of the Book

When you choose this archetype at 3rd level, the book begins to grant you access to new power, allowing you to cast certain spells—much like a sorcerer. However, you do not use spell slots. Your spellcasting ability is your Strength.

Anti-Mage Spells List
Spell Level Spells
1st Arcane Smite - Countertrip - Dark I
2nd Disarm - Ward - Dark II
3rd Spellbreaking Smite - Absorb Energy - Dark III
4th Agonizing Smite - Twin Bolts of Demonfire
5th Darkbolt
6th Voyage into Shadow - Antimagic Blast
7th Withering Destruction
8th Tomb of Night
9th Shadow Time
Magic Siphoning

At 3rd level, your attacks and extra attacks steal a certain number of spell slots from your opponents, depending on your level. You lose these spell slots after a short or long rest. You deal an additional d4 of necrotic damage for every spell slot an opponent cannot provide.

You always start by stealing the weakest spell slot from your opponent. For example, against a 5th-level wizard, you will steal their 4 (1st-level) spell slots first, then their 3 (2nd-level) spell slots, and so on.

Fighter Level Stolen Spell Slots Per Hit
3rd 1 spell slot
7th 2 spell slots
11th 3 spell slots
15th 4 spell slots
19th 5 spell slots
Shutdown

At 7th level, you begin to recognize your opponents' spellcasting patterns, allowing you to strike at the perfect moment to interrupt them. If an opponent casts a spell, you may use your reaction to dash up to 15 feet and, if you are in range, make a single melee attack targeting the spellcaster. This melee attack interrupts the spell before it is cast.

You may use this ability a number of times equal to your Strength modifier (minimum of one) per day.

You can use the dash without the melee attack or the melee attack without the dash. The dash can allow you to dodge an area spell, but not a spell directly targeting you. The target of the melee attack must be the one casting the spell.

Cut the Flow

At 10th level, you have learned to unbalance the magical flow of your opponents. Whenever you deal damage to an opponent, they cannot use cantrips on their next turn. Additionally, your Indomitable ability now has advantage against spells.

Fast Casting

At 15th level, you have mastered the combination of spells and attacks. You can now cast a spell in place of your extra attacks. Additionally, you gain a +2 bonus to initiative.

Magic Wrecking

At 18th level, you have fully deciphered the book and can neutralize any magic user. As an action on your turn, you may target an opponent to immediately steal their strongest spell slot and prevent them from using any spells during their next turn.

This ability can be used only once per short or long rest.

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