Anti-Mage Warrior (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Anti-Mage Warrior[edit]

The Anti-mage warriors are fighters that cannot stand the flow or use of magic, they believe it is against the very nature itself that magic exits and it taints the best of people.They tend to hunt and slay mages and destroy magical artifacts with the sole purpose of riding the world of their dangers. They usually develop this hatred due to some traumatic experience on their past: an encounter with an evil spellcaster, a magical accident or the destruction left behind by a magical war.

Magic Bane

At 3rd level, you have a deep hatred for magic. You can't use magical items. Destroying magic items causes your conviction to be bolstered. Whenever you destroy a consumable magical item, such as a potion, a magical piece of ammunition or a scroll, you regain your use of Second Wind.

In addition, when you destroy a non-consumable magic item, you can choose to gain one of the following benefits below:

Empowered Attacks. You gain a bonus to your attacks and damage rolls equal to +1 for destroying an uncommon item; +2 for a rare item; +3 for a very rare item. The bonus is not cumulative, being replaced whenever you gain a higher bonus.
Empowered Defense. You gain a bonus to your AC equal to +1 for a rare item; +2 for a very rare item; +3 for a legendary item. The bonus is not cumulative, being replaced whenever you gain a higher bonus.
Empowered Resistance. You gain resistance to force or radiant damage for a uncommon item; thunder, acid and psychic for a rare item; lighting, fire, cold, poison and necrotic for a very rare item; and bludgeoning, piercing or slashing damage for a legendary item.
You can have up to three resistances at the same time. If you gain a fourth resistance, you must replace a previous resistance you had for another one.

You lose all these benefits if you willingly use a magical item, or attune to one, and must spend 7 days without using or carrying a magical item in order to regain this ability.

Magic Senses

At 3rd level, you have your senses honed to detect magic users. You can sense the presence of creatures capable of casting spells by any means within 30 feet of you, as if you were under the effects of blindsight in relation to them.

Tenacity

Starting at 3rd level, you have a extreme level of endurance and resilience. You have a number of Tenacity points equal to twice your fighter level + your Constitution modifier. Whenever you take damage from any source, you lose tenacity points, before losing hit points.

In addition, when you fail a saving throw against a spell, you can add a number of tenacity points to the result of the roll, enough to succeed, and lose twice that amount of tenacity points.

When your tenacity reaches 0, it recharges after completing a long rest. You also regain tenacity by other two ways: by spending hit dice to recover hit points during a short rest, you also regain 2 tenacity points. When you use your Second Wind, you regain tenacity equal to your proficiency bonus.

When you finish a long rest, you regain all your Tenacity.

Spell Resilience

At 7th level, you can endure the effects of spells. Whenever a spell causes damage that can be reduced to half on a success, you take no damage on a success, or half damage on a failure.

Spell Resistance

Starting at 10th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Interrupting Strike

At 15th level, you gain the ability to counterattack when a creature cast a spell. When a creature within 30 feet forces you to make a saving throw, you can use your reaction to move up to your movement speed against it and make a weapon attack against the creature, if you are within reach or range. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Magic-User's Nemesis

At 18th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest. You can spend an use of your Indomitable feature to use this feature again.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses