Primal Path - Path of the Spellbreaker

The path of the Spellbreaker is an ancient one, a tradition birthed originally out of necessity for those without magical powers to defend themselves against with. What originated as a purely defensive practice has grown over time. There are still some who practice the old ways, guarding against hostile magical forces. Some employ spellbreakers are guards or jailers, and they may be seen at arcane places of learning to keep students in line. Others have been known to employ spellbreakers as assassins of spellcasters, utilising their natural foe.

Those who become Spellbreakers may not even follow the path willingly, instead manifesting their own counter-magic powers by the whims of fate rather than through training or practice. Though not all follow the instructions of the ancient ways, the Spellbreaker abilities are still learned in the manner of which they were originally instructed by the first Spellbreaker.

Guard Yourself

Spellbreakers can't protect others if they cannot protect themselves. From third level when they rage they have advantage on saving throws against spells and other magical effects in addition to the normal rage effects. From 9th level, you also gain resistance against any damage dealt by spells while raging also.

Knowledge is Power

A spellbreaker must be able to identify their foe if they are to be effective. From 3rd level you gain proficiency in the Arcana skill if you did not already have it. In addition, you can cast Detect Magic as an action a number of times per short rest equal to your Constitution modifier (minimum 1). When cast in this way it does not have any components and does not require concentration. At 9th level, you gain expertise in the Arcana skill, if you did not already have it.

Weave Breaker

From 6th level when you hit with a weapon attack against a creature with the Spellcasting or Pact Magic feature (including innate), you add extra force damage to your attacks equal to your Constitution modifier (minimum 1) and the enemy must succeed on a constitution save (DC8 + your proficiency bonus + your Constitution modifier) or lose one of their spellslots, determined at random.

From 12th level, the spellcaster loses two spellslots on a failed save, and one on a successful save, and the extra damage also applies to creatures that do not have the Spellcasting or Pact Magic features.

Magic Disruption

Against truly practiced mages it's not enough to simply hurt them, a spellbreaker must be able to counter their magic directly. From 10th level the Spellbreaker can use the following abilities a number of times per long rest equal to their Constitution modifier. For example, a Barbarian with a Constitution modifier of +4 could use Spell Steal twice, Counterspell once and Dispel Magic once, or Dispel Magic four times and the other abilities zero times. From 15th level, these abilities refresh on a short rest. These can be used and Concentrated upon while Raging.

  • Spell Steal: As an action you attempt to wrest control of an existing spell from its caster. This may be a beneficicial spell on an enemy, a detrimental spell on a friendly creature, or even control of a summoned creature. You must succeed on a Constitution check with a DC of 12 + the spell level that you are trying to steal. Once done so, it becomes yours, and you can redirect its effects as if you had cast it. If the spell requires Concentration, then you now provide the Concentration for this instead of the original caster.
  • Counterspell: As a reaction you can cast Counterspell. The ability used for spells above 3rd level is Constitution.
  • Dispel Magic: As a bonus action, you can cast Dispel Magic. The ability used for spells above 3rd level is Constitution.

Absolute Silence

Reaching the pinnacle of what a Spellbreaker is means complete negation of magic. From 14th level, as an action you can summon a massive sphere of complete silence centred on your current location, with a radius of one mile. You can choose a number of creatures equal to your proficiency bonus to be unaffected by this. This sphere lasts for one minute, or until you dismiss it.

From 18th level it can be used twice per long rest.