Fighter – Spell Breaker

The Spell Breaker has developed a fighting style specifically to combat wizards and other magic-users. They have mastered shielding techniques to stave off spells, and are even known to utilize magical effects for the purposes of nullifying spells cast by others.

Spellcasting Ability

Under some circumstances, you may be called upon to cast spells. Intelligence is your spellcasting ability for these spells. You use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Thaumic Bulwark

Beginning when you choose this archetype at 3rd level, you gain the ability to steel yourself against magic. At the end of your turn, you may take a bonus action to take a defensive stance. Until the next time you move, take an action, or are knocked prone, you take half damage from any spell that damages you. If the spell forces you to make a Charisma, Intelligence, Wisdom, Strength, or Constitution saving throw, you have advantage on that saving throw. You automatically fail any Dexterity saving throw you are forced to make when you are using this feature. If you are carrying a shield, you may use your reaction to extend your bulwark to grant another willing creature within 5 feet of you these benefits instead of yourself.

You may use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of this feature after a short rest.

Know Your Enemy

At 3rd level, you gain proficiency in the Arcana skill. If you already have proficiency in the Arcana skill, you may choose one of the following skill proficiencies: History, Nature, Religion, or Medicine.

Thaumic Resonance

Starting at 7th level, you can use your thaumic bulwark to send magical damage back to the source. When you are using your thaumic bulwark and you are damaged by a spell, you may use your reaction to roll an Intelligence (Arcana) check with a DC of 10 + the spell's level. If you succeed, your thaumic bulwark also causes the creature that cast the spell takes half of the full damage of the spell.

Arcane Specialty

At 10th level, you can double your proficiency bonus on Intelligence (Arcana) checks.


Nullify Magic

At 10th level, you can exert your will to nullify another creature's magical ability. You can cast either counterspell or dispel magic at 3rd level. You can also push your body past its limits to cast these spells at a higher level. If you do so, you take 6d6 necrotic damage for every level higher than 3rd that you choose to cast the spell. When you cast either spell, you cannot do so again until you have completed a long rest.

Channel Energy

At 15th level, you can use your thaumic bulwark to catch and redirect magical energy. When an enemy spellcaster targets you or a creature within 5 feet of you with a spell that targets only one creature, and you are using your thaumic bulwark, you may use your reaction to take the brunt of the attack and redirect the spell. You may immediately cast that spell, using your spellcasting modifier and without expending a spell slot or material components. After doing so, you suffer the effects of the spell, even if it would have otherwise missed you. You do not benefit from any features, abilities, or effects that would reduce any damage done by the spell, and you automatically fail any saving throw the spell forces you to make.

Sever Weave

Starting at 18th level, you can take an action to make a weapon attack that disrupts magical abilities. If you hit, the target takes the damage of the attack and must make a saving throw of its spellcasting ability against your spell save DC. On a failed save, one spell slot of its highest available level is spent and the target takes 1d6 psychic damage per level of the spell slot spent in this way.