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====<span class="option"></span>Reflect ====
====<span class="option"></span>Reflect ====
As a reaction when you or an adjacent creature is targeted by a ranged spell attack you can reflect a portion of the spell back at them. The caster takes 1d6 damage of the same type as the spell.
As a reaction when you or an adjacent creature takes damage from a ranged spell attack you can reflect a portion of the spell back at the caster. The caster takes 1d6 damage of the same type as the spell.


* '''Greater Reflect:''' Starting at 5th level, the damage increases to 1d8.
* '''Greater Reflect:''' Starting at 5th level, the damage increases to 1d8.

Revision as of 17:41, 15 September 2020


Subclass Features

As an Spellbreaker, you gain the following features.

1Martial Maneuvers

Add the following martial maneuvers to your list of maneuver options: Discern, Disrupting Strike, Mystic Ward, and Reflect.

Discern

When you make an ability check and use Arcana or Investigation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.

  • Greater Discern: Starting at 5th level, your bonus increases from 1d6 to 1d8.
  • Superior Discern: Starting at 9th level, your bonus increases from 1d8 to 1d10.

Disrupting Strike

When you hit a creature with a weapon attack that forces a creature to make a concentration check, you can attempt to disrupt your target. Roll 1d6, the DC of the concentration check increases by an amount equal to the number rolled.

  • Greater Disrupting Strike: Starting at 5th level, you may roll a d8 when you attempt to interrupt.
  • Superior Disrupting Strike: Starting at 9th level, you may roll a d10 when you attempt to interrupt.

Mystic Ward

As a reaction when you take force, necrotic, psychic, or radiant damage; you can reduce the damage taken by 2d6 + your fighter level.

  • Greater Mystic Ward: Starting at 5th level, reduce the damage you take by 2d8 + your fighter level.
  • Superior Mystic Ward: Starting at 9th level, reduce the damage you take by 2d10 + your fighter level.

Reflect

As a reaction when you or an adjacent creature takes damage from a ranged spell attack you can reflect a portion of the spell back at the caster. The caster takes 1d6 damage of the same type as the spell.

  • Greater Reflect: Starting at 5th level, the damage increases to 1d8.
  • Superior Reflect: Starting at 9th level, the damage increases to 1d10.

3Sense Magic

As an action you can awaken your senses allowing you to detect the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. You can also determine if a creature has cast a spell within the last 24 hours as the faint traces of magic clings to its source.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

7Steel Trap

You have trained your mind to be particularly resilient to magical invasion. You gain a bonus to Intelligence, Wisdom, and Charisma saving throws equal to your Constitution modifier.

10Nullifying Aura

You and all allies within 10 feet of you have resistance to damage from spells or magical effects.