Black Warden (5e Subclass)

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Black Warden[edit]

Fighter Archetype

The belief that magic can better the world is perhaps the greatest illusion ever made, in the end all it does is corrupt...That's where I come in
—Tyran Hanyou, Human Black Warden, Overheard by Boneshanks Mcgraw in The Dragons Hoard Inn
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Black Warden by Alberto Luna

The black wardens are members of a knightly order devoted to fight magic users everywhere by relying just in sheer force of will and determination to do so. A fighter tend to join the Black Warden order out of fear or resentment towards mages, since some of them wield the vast power they hold recklessly, or sometimes, with vile intent.

These warriors train their bodies and minds to endure the effects of magic, and they have such a force of determination that sometimes their mere presence is enough to protect those around them from the effects of magic. They know that magic is controlled by the intent of the caster, and by channeling their intent in disrupting magic, they can interfere with the spellcasting process without knowing the intricacies of using magic.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain a deep arcane knowledge. You become proficient in Arcana and Religion, if you weren't already. You can replace these proficiencies by others from the Fighter's skill list if you are already proficient with those.

Detect Magic

Starting when you choose this archetype at 3rd level, you gain the ability to see magical auras around you. You are always under the effects of detect magic.

Mage Bane

Also at 3rd level, you are specially skilled when fighting spell-casters. You have advantage on Wisdom (Perception) checks made to track and find spell casters, and on any Intelligence check made to recall information about them or about spells.

In addition, whenever you hit a creature capable of casting at least one spell or of making spell attacks, you cause additional damage equal to your proficiency bonus.

Anti-Magic Armor

At 7th level, your sheer hatred of magic granted you the ability to endure its effects. You gain resistance to the damage of magic.

In addition, you have advantage on saving throws made to resist spells.

Anti-Magic Strike

Starting at 10th level, you can destroy magic with pure steel. Whenever you hit a creature with an attack, you can instantly end one spell active on that creature or a spell that creature is currently concentrating on.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura of Anti-Magic

When you reach the 15th level, you constantly emits an aura that disrupts magic. Whenever a creature within 10 feet attempts to cast a spell or make a spell attack, you can use your reaction to force it to succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or the spell fails and the action or reaction used to cast it is lost.

Anti-Magic Field

When you reach the 18th level, you can completely nullify one's ability to cast spells. You can cast the spell anti-magic field, without spending any components or spell slots, using this feature. When you do so, the spell only lasts for 1 minute.

When you do so, you can't use it again until you finish a long rest.

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