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#### Fighter ## Spell Eater Spoiled brat sorcerers, lucky enough to be born special, cast their little magic tricks for the attention and affection of onlookers. Wizards, high in their ivory towers, amass scroll after scroll, burning through their supply of priceless magical ink like it's cooking fat. Lecherous bards, pious, preachy clerics and paladins, and aloof druids; Magic users, across the lands, enjoy fame and fortune, for the simple luck of being born blessed. It is an unjust world. Spell Eaters are a sect of antimagic fighters that stand for equality, spurning magic entirely. They know their foe. They recognise their tricks. And those arcane arts, the great unequaliser, will be broken in their wake. #### Spell Eater Knowledge *3rd-level Spell Eater feature*
You gain proficiency with the Arcana and History skills, and you automatically succeed on any checks you make to identify a spell, as long as the spell’s level is less than or equal to half your fighter level, rounded up. #### Antimagic Vigor *3rd-level Spell Eater feature*
As a bonus action, you can call upon a protective power perfected in secrecy by a coven of antimages. For the next minute, or until you cast a spell or dismiss your vigor as a bonus action, you gain the following benefits:
- You add your proficiency bonus to any saving throw you make against magic or against being charmed or frightened, as long as it doesn’t already include that bonus. - Whenever you take damage that isn’t bludgeoning, slashing, or piercing, you reduce that damage by an amount equal to your Intelligence modifier + your Proficiency bonus (by a minimum of 1). If the source of the damage is a creature within 5 feet of you, the reduction is doubled. You can’t reduce the damage below 1 in this way. Once you use this feature, you must finish a short or long rest before you use it again. \columnbreak
#### Spell Drain *7th-level Spell Eater feature*
As a reaction when you see a spell being cast, you can make an arcana check against a DC equal to 10 + the spell’s level. If the check succeeds, you devour some of the spell’s potency and feed it your weaponry, leaving it humming with arcane energy. You can choose any number of creatures you can see that would be affected by the spell. Those targets automatically succeed on their saving throws against the spell. Additionally, once before the end of your next turn, when you hit a creature with a weapon attack, you can deal additional force damage to the target equal to 1d6 + the spell’s level. You have a number of uses of this feature equal to your Intelligence modifier (minimum of 1), and you regain any expended uses when you finish a long rest. #### Pierce Magical Concealment *10th-level Spell Eater feature*
When you attack a creature, the attack ignores any magical effects that would be overcome by truesight (such as *mirror image*, or disadvantage caused by invisibility) and any disadvantage caused by magical effects that obscure the target. Additionally, you can use your action to determine whether a creature, object, or effect within 5 feet of you is affected by magic. #### Aura of Vigor *15th-level Spell Eater feature*
For the duration of your vigor, all other friendly creatures within 10 feet of you can add their proficiency bonus to any saving throw they make against magic or against being charmed or frightened, as long as the save doesn’t already include that bonus. #### Improved Drain *18th-level Spell Eater feature*
When you use your spell drain, you can deal the additional force damage once per turn for the next minute. This effect ends if you use your spell drain again.