Spellscorn
Some Fighters master specialized armor, or spend their lives training in certain weapons. A spellscorn ignores specialized martial disciplines and instead masters the destruction of a specific type of enemy: mages. While they do not necessarily stand against all magic users, they understand that such individuals represent a clear and present danger to the mundane people of the world, and many of them must be stopped at any cost. Many Spellscorn practice magic themselves, and choose this archetype because they understand how easily this privilege can be abused.
Null
When you choose this archetype at 3rd level, you manifest a magical dead zone around yourself. While you are conscious, you resist damage from cantrips and spells cast with a 1st-level slot. This resistance includes 2nd-level slots at 7th level, 3rd-level at 15th, and 4th-level at 18th.
You also gain a new reaction. When a creature you can see casts a spell, you can use your reaction to lower the save DC for that spell by half your Fighter level. This decrease applies to you and creatures of your choice within 10 feet of you. You can use this reaction a number of times equal to your Intelligence modifier (a minimum of 1) and recover all uses after a short or long rest.
Inquisitor
Starting at 7th level, you hunt mages with unparalleled skill. You gain proficiency in the Arcana skill, and have advantage on checks to identify spells. You can identify a spell being cast without using a reaction, and can cast detect magic at will.
If you spend 1 minute observing another creature outside of combat, you learn if it can cast spells, and two of the following:
- the creature's spell save DC
- its current number of unexpended spell slots, points, or casts
- its type of spellcasting, such as caster class and level or innate spellcasting
- any two spells it knows from a school of your choice, if any
- 1 magical item it has on its person
Weavecutter
Starting at 10th level, your attacks breach magical resistances, wards, and effects. Your weapon attacks are considered magical and ignore any magical effects that increase a creature's Armor Class, such as the bonus from +1 armor or the shield spell.
When you damage a creature that is concentrating on a spell, the DC for it to maintain concentration is 10 or the total damage you dealt, whichever is higher.
Arcane Battery
Starting at 15th level, you can absorb the power of magical items. Once per turn when you damage a creature, you can absorb the power of a magical item that creature is wearing, carrying, or attuned to. That magical item becomes inert for 1d4 rounds, (reactivating at the end of your turn after that many turns pass) during which time none of its properties apply to the user, and none of its abilities, spells, or magical properties can be used. You also gain a number of temporary hit points based on the item's rarity. You lose any remaining temporary hit points when the item becomes active again. You can target a magical item that is inert to extend the time it is inoperable, though you gain no additional temporary hit points for doing so.
You can also use this feature on a magical item you are wearing or carrying, either as a bonus action or as a reaction when you take damage. The temporary hit points absorb as much of the incoming damage as possible, and those left last until the item reactivates.
Item Rarity | Tempory HP gained |
---|---|
Common | 10 |
Uncommon | 20 |
Rare | 30 |
Very Rare | 50 |
Legendary | 80 |
Artifact | 120 |
Spell Reflection
At 18th level, magic becomes desperate to escape you and flows back up the channels it carves into the weave. Your Null grants you immunity to damage from spells cast at 4th-level or lower, rather than resistance. Whenever you are targeted by one of those spells, you can use your reaction to reflect it back at its caster, using the spellcaster's slot level, spell save DC, attack bonus, and spellcasting ability. If the reflected spell targets multiple creatures, those other creatures are still targeted by the spell. If the spell does not deal damage, this feature has no effect.
Black Knight, Eric Powell
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here