Anti-Magic Warrior (5e Subclass)
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Fighter: Anti-Magic Warrior[edit]
Some people are born without spellcasting abilities. However these select few tend to take up arms and defend the helpless of the scourge of dark mages and their powers. Sometimes called witch hunters or inquisitors, the Anti-Magic Warriors are specialized in fighting against magical creatures and are trained to even the battlefield with the ability to cancel spells.
- Arcane Savant
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill, if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
- Break Concentration
At 3rd level, you learn how to interrupt an creature action. When a creature you can see within 60 feet use its action to make anything other than make a melee weapon attack or a ranged weapon attack, you can use your reaction to make the creature do nothing with its action. The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or will lose the action. You can use this feature three times, and you regain all uses of it when you finish a short rest or long rest.
- Arcane Sight
At 7th level, you have the ability to sense magical auras, as in the detect magic spell, that you can manifest in the following: a 30-foot cone; a 15-foot radius sphere; or a 60-foot long and 5-foot wide line. You can activate your Arcane Sight as an action, and, when active, it lasts for 10 minutes. In addition to magical auras, when used to look at a creature, you learn if the creature is capable of casting spells. You can use this feature a number of times equal to your Intelligence modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.
- Magic Breaker
At 7th level, you learn how to protect yourself from spells. When you or any creature within 60 feet is targeted by an spell, you can use your reaction to end that effect. You must make a Intelligence check, adding your proficiency bonus, against a DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. You can use this feature a number of times equal to your Intelligence modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.
In addition, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Nullify Magic
At 10th level, if you roll initiative and have no uses of your Break Concentration feature, you regain one.
- Mana Burn
At 15th level, you learn how to supercharge the arcane energy inside someone. When you hit a creature that has the ability to cast spells with a melee weapon attack, you can force the creature to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity bonus. On a failure, the creature will lose its highest level spell slot. In addition, the creature takes additional damage equal to 1d8, plus 1d8 for each level of the spell slot, to a maximum of 5d8. The damage is force. You can use this feature a number of times equal to your Constitution modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.
- Beholder's Eye
At 18th level, you learn how to create an dead zone for magic. As a bonus action, you can create an area of antimagic, as in the antimagic field, lasting for 1 minute. The area of the antimagic field is chosen between the same areas you can manifest your Arcane Sight. Once you use this feature, you can't do it againt until you complete a long rest.
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