Caster Breaker (5e Class)

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Caster Breaker

What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Caster breaker would say.

A Warrior who abhors the use of any sort of Magic, the Caster breaker relies on his quick wits and quicker reflexes to see him through the day. The Caster breaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Caster breaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Caster breaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"

A Caster breaker abhors magic so much that regardless of who is using magic, a priest or demon, he does not approve the use of magic. A Caster breaker understands a priest is good and a demon is bad but, will not condone the use of magic either way. Because of this a Caster breaker cannot be true neutral, he usually was someone that had a really bad experience with magic and believe that spells bring none, but suffer and pain for the weak, ruled by evil caster. His life will tend to be a chaotic life. However, there are good and neutral Caster breakers are not unheard of, although, they never have a neutral standing when it comes to magic. So true neutrality is impossible. If a Caster breaker becomes true neutral he can no longer level in the Caster Breaker class, but he conserve all class abilities and traits, unless he takes a Spell Caster path, in this case all is lost.

Creating a Caster Breaker

Most Characters become Caster breakers after some tragic accident or calamity caused by Magic that affected them in a deep and personal way. What was the triggering motive for your hatred of magic? Caster breakers can be lone warriors who start a crusade against an evil Spell caster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.

Quick Build

You can build a Caster Breaker quickly by following these steps: first, Strength or Dexterity should be your higher score, followed by Constitution and Wisdom, in that order. Then, choose the Haunted One background.

Class Features

As a Caster Breaker you gain the following class features.

Hit Points

Hit Dice: 1d12 per Caster Breaker level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Caster Breaker level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longsword or (b) a melee martial weapon of choice (as your Signature Weapon
  • (a) a shortbow and quiver with 20 arrows or (b) a light crossbow and 20 bolts
  • a leather armor, an explorer's kit, and a simple weapon of choice.

Table: The Caster Breaker

Level Proficiency
Bonus
Features Fast Healing Fast Movement
1st +2 Tough Defense, Signature Weapons, Fast Healing 1
2nd +2 Damage Reduction, Fast Movement 1 +10 ft.
3rd +2 Caster Breaker Order, Trained Senses 2 +10 ft.
4th +2 Ability Score Improvement 2 +10 ft.
5th +3 Extra Attack, Spellfire Destruction 3 +10 ft.
6th +3 Magical Breaker 3 +15 ft.
7th +3 Evasion, Self Cleansing 4 +15 ft.
8th +3 Ability Score Improvement 4 +15 ft.
9th +4 #Signature Weapon 5 +15 ft.
10th +4 Enduring Mind 5 +20 ft.
11th +4 Order Feature 6 +20 ft.
12th +4 Ability Score Improvement 6 +20 ft.
13th +5 Antimagic Strike 7 +20 ft.
14th +5 Spell Resistance 7 +25 ft.
15th +5 Mettle 8 +25 ft.
16th +5 Ability Score Improvement 8 +25 ft.
17th +6 Order Feature 9 +25 ft.
18th +6 Blank Thoughts 9 +30 ft.
19th +6 Ability Score Improvement 10 +30 ft.
20th +6 Antimagic Field 10 +30 ft.

Tough Defense

Starting at 1st Level, your AC equals 10 + your Dexterity modifier + your Constitution modifier, when not wearing armor or shield.

Fast Healing

Starting at 1st level, you regain hit points at an accelerated rate. When you start your turn with more than 0 hit points, but lower than half your maximum, you regain 1 hit point. You regain additional hit points as you gain levels in this class, as shown on the Fast Healing column on the Caster Breaker table.

Signature Weapons

Starting at 1st level, you have great prowess with certain types of weapons, and your ability can rival those of wielders of magical weapons. Choose two types of weapons to be your signature weapons. Each of these weapons can be any simple or martial weapon. You gain proficiency with these weapons if you don't already have it. You can't be disarmed while wielding weapons of the chosen type and are not incapacitated. Many of your class features work only with your signature weapons. When you reach 5th, 9th, 13th and 17th level in this class, you can choose another type of weapon to be a signature weapon for you.

In addition, your technique with the signature weapon is so honed that borders that supernatural. The signature weapon gain the following benefits as you gain levels:

Level 1; Silver Blade You have a bonus of +1 on your attacks and damage rolls with the signature weapon. In addition, your signature weapon is considered a silvered weapon when you wield it.

Level 5; Adamantine Blade You have a bonus of +2 on your attacks and damage rolls with the signature weapon. In addition, your signature weapon is considered an adamantine weapon when you wield it.

level 10; Ghost Blade You have a bonus of +3 on your attacks and damage rolls with the signature weapon. In addition, you can attack creatures in the ethereal plane with your signature weapon.

Damage Reduction

At 2nd level, you have a pool of damage reduction equal to twice your Caster Breaker level + your Constitution modifier. Whenever you take damage, the damage is taken by this pool instead. If the damage reduces the pool to 0 hit points, you take any remaining damage.

When your pool is reduced to 0 hit points, you can use your Action to focus on your endurance, and restore a number of hit points to your pool equal to your proficiency bonus. You can use this action twice, and regain the ability to do so after finishing a short or a long rest.

Your pool returns to its maximum amount of points whenever you finish a long rest.

Finally, whenever you take damage from magic or spells, the damage doesn't reduce the amount of points in your pool, and the damage of the spell is reduced by the current amount of points in your damage reduction pool. For example, if you have currently 10 points in your pool, and take 20 points of damage from a lightning bolt, the damage is reduced to 10 points, and your pool remains with 10 points.

Fast Movement

Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain caster breaker levels, as shown in the Caster Breaker table.

Caster Breaker Order

When you reach 3rd level, you join one of the Caster Breaker Orders available. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

Trained Senses

Starting at 3rd level, you have honed your senses, allowing you to perceive creatures that would confound the senses of others. As an action, you can gain one of the following benefits, for 10 minutes:

  • You can see through normal and magical darkness up to a range of 120 feet.
  • You can see into the Ethereal Plane within 60 feet.
  • You can see invisible creatures and objects within 10 feet of you that are within line of sight.
  • You can perceive magical auras. You are under the effects of detect magic

Once you use this feature, you can't use it again until you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spellfire Destruction

Starting at 5th level, you can make an attempt to suppress the magical ability of a creature you hit with an attack from your signature weapon. You force the target to make a Constitution saving throw. On a failed save, that creature is incapable of casting spells or making spell attacks until the end of your next turn.

If the creature is concentrating on a spell, the concentration is lost on a failed save against this ability.

You can only use this feature once per turn. Once you use this feature on a creature, you can't use it again on the same creature for the next 24 hours.

Magical Breaker

At 6th level, your attacks with your signature weapon are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Self Cleansing

At 7th level, whenever you start your turn under the effects of a spell with a level equal to half your Caster Breaker level or lower (rounded down), you can use your action (if you are able to use it) to end the effect.

Enduring Mind

At 10th level, you are immune to the frightened and charmed conditions.

Antimagic Strike

Starting at 13th level, you can break magic using your weapon attacks. As an action, choose one creature, object, or magical effect within range, and make an attack with your Signature Weapon against an AC of 10 + the level of the spell.

On a hit, the attack causes no damage, and the spell ends.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Mettle

At 15th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blank Thoughts

At 18th level, you are immune to psychic damage, and any effect that would sense your emotions or read your thoughts. You also are immune to effects from the enchantment and illusion schools of magic.

Antimagic Field

At 20th level, you discover true hatred and contempt for magic. This hatred is so strong that it actually manifests itself in a field around you. You can cast this antispell once, without expending a spell slot or requiring material components. Once you do, you can't do it again until you finish a long rest.

Caster Breaker Orders

Order of Spell Breakers

Be wise before cast this spell or you will regret!
—Huriëm, Drow Spell Breaker

Those might warrior were born under an intensive training reach the perfection and after a lest rite of passage they deny the magic at any form in order to rise their power and became self sufficient and independent of any magic. Spell Breakers can be lone warriors who start a crusade against an evil Spellcaster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.

Adrenal Speed

Beginning at 3rd level, you can use your adrenaline to increase his speed. You have a number of adrenaline points equal to your Constitution modifier + (1 + Proficiency Bonus) with a minimum of 2. You can use your adrenaline points in the following manners:

Haste. You can take one of the following actions: Disengage, Dodge, or make a single attack with a weapon. This doesn't require an action.
Dash. You can take the Dash action as a bonus action. In addition, your next attack made after you take this bonus action deals additional damage equal to 1d6 per 10 feet of movement taken before the attack.
Rush. As a bonus action, you can spend 1 adrenaline point to move 15 feet without provoking opportunity attacks. This movement ignore difficult terrain, and this movement can be made in any direction - much like flying speed, but you must end your movement on the ground.
Adrenal Haste

When you reach the 6th level, you can spend 5 points of your adrenal speed to cast haste on yourself, as a bonus action, not requiring concentration.

Self Protection

At 6th level, you can add your Wisdom modifier to all your saving throw (including Wisdom saves). This effect is not cumulative with similar effects, such as the paladin aura.

Spell Shatter

At 11th level, whenever a spell is cast against you, or you are in an area of effect of a spell, you can use a reaction to disrupt the effect of that spell. You can make a Dexterity saving throw against the spell save DC of the caster. On a success, the spell has no effect and it is lost.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.

Energy Resistance

Starting at 17th level, you gain resistance to acid, cold, fire, lightning and thunder damage.

Order of Witch Hunters

Witch-hunters are the core order of caster breakers. These caster breakers are dedicated hunters of magic users, and devote themselves to find and destroy wizards and witches that can pose a threat to the world. They have deep arcane and alchemical knowledge, which they use to anticipate the tactics of their enemies, gaining an upper hand on battle.

Arcane Knowledge

At 3rd level, to defeat magic, you must first study it. You gain proficiency in Arcana and with the alchemist's supplies. In addition, whenever you make an Intelligence (Arcana) check or a check using the alchemist's supplies, if you roll a 9 or lower, you can choose a 10 instead.

Unmasking Eyes

At 3rd level, you are able to see trough the veils of illusion of witches and mages. When you are under the effects of your trained senses, and look at a creature you can see within 30 feet that is covered by some form of illusion or magical disguise, you see its true form.

In addition, you add your proficiency bonus, if you don't add it already, to your saving throws against illusory effects and spells from the illusion school of magic.

Deflect Magic

Starting at 3rd level, you can cut magical effects with a swing of your sword. While wielding your Signature Weapon, whenever you or a creature within 5 feet of you is hit by a spell attack, or forced to make a saving throw against a spell that targets only one creature, you can use your reaction and make an attack. The target of your attack is either the result of the spell attack, or the save DC.

On a success, you cut through the magical effect, causing it to have no effect on its target.

Flame of Inquisition

At 6th level, you learn how to produce special version of the alchemist fire. Your alchemist fire ignore resistance to fire damage of creatures capable of casting spells.

The fire also cause twice the damage against creatures capable of casting spells or fey creatures. It costs 10 gp, and you can produce a number of vials equal to your proficiency bonus over the course of a short or a long rest, as long as you have the alchemist supplies and 10 gp in materials to do so.

As a bonus action, you coat a melee weapon with a dose of alchemist fire. Doing so causes your weapon to shed the light of a torch. A hit with the weapon coated in alchemist fire causes the target to suffer the effects of being hit by a vial of that substance.

The save DC to resist the effects of the alchemist fire created by this feature equals 8 + your proficiency bonus + your Intelligence modifier.

Witch-hunter Counter

At 11th level, you gain the ability to counterattack when your prey tries to sabotage you. When you are forced to make a saving throw against a spell, you can use your reaction to move up to your movement speed without provoking opportunity attacks and make one weapon attack against the caster. You must end your movement closer to the caster than when you started.

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 17th 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 your spell save DC, 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 choose to forgo your

Order of Demon Slayers

Demon slayers are caster breakers devoted to destroy the profane magic of fiends, that desecrate and invade the material plane. They can sense the fetid taint of demonic creatures, which guides them to places under their influence, where they can send them back to their home planes.

Infernal Resilience

Starting when you choose this order at 3rd level, you learn how to endure the influences of hellish creatures. You treat fire and poison damage as damage of spells, for effects related to your class features.

In addition, you are immune to the poisoned condition.

Demonologist

At 3rd level, you have a deep understanding of the lower planes. You have advantage on Intelligence checks to recall information about the abyssal and the infernal planes and about fiends of any kind, and on Wisdom (Survival) checks to track fiends.

You also learn how to speak, read and write in infernal and abyssal.

Sense Evil

At 3rd level, you can sense the presence of darkness. When you are under the effects of your trained senses, you are also can sense fiends, as if you were under the effects of detect evil and good, targeting fiends only.

In addition, you add your proficiency bonus, if you don't add it already, on saving throws against spells and effects created by fiends.

Anointed Blade

Starting at 6th level, you learn how to use sacred oils and holy water to bless your weapons before going into battle. Over the course of a short rest, you can produce a number of vials of holy water or oil equal to your proficiency bonus. You must have water or oil and a empty flask in order to due so.

As a bonus action, you can cover a weapon you wield in the oil or water. The cover remains until the weapon is used, and on a hit with it, the creature also suffer the effects of being hit by holy water.

Demon Bane

At 11th level, you are feared even by the most powerful of fiends. Your melee weapon attacks using your Signature Weapon cause additional 1d6 damage, or 2d6 against fiends.

In addition, whenever you hit a fiend with an attack from your signature weapon, the fiend can't take any action that is not an attack.

Banishing Strike

At 17th level, you can send out outlanders: celestials, fiends, elemental, some undead creatures and fey, back to their home planes. When you hit a creature that is natural from a plane other than the material plane, you can attempt to banish it. You mark that creature with a mark of banishment, that causes the light around it to distort, as a pathway to the planes start to open.

As an action for the next minute, you can attempt to banish that creature, by forcing it to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature is banished to its natural plane. On a success, the target takes 10d10 force damage.

Regardless of success or failure, you can't attempt to use this feature again, on the same creature, for the next 24 hours.

Multiclassing

Prerequisites. To qualify for multiclassing into the caster breaker class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the caster breaker class, you gain the following proficiencies: light armor, simple weapons.

Restriction. You can't multiclass into or from a class that is capable of casting at least one spell.

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