Spellbreaker

The Spellbreaker is a peerless anti-mage: a close-quarters duelist trained to hunt, disrupt, and destroy spellcasters. Where other warriors fear the crackling fireball or the invisible assassin, the Spellbreaker closes the gap, severs the weave mid-cast, and turns a wizard's own power against them.

Class Features

Hit Die d10
Primary Ability Strength, Constitution
Saving Throws Constitution, Wisdom
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Herbalism Kit
Skills Choose two from Arcana, Athletics, Intimidation, Perception, Survival, Insight

Class Resources

Severance Points

Max 6

The Spellbreaker's reserve of counter-magic focus, equal to Proficiency Bonus (2 at levels 1-4, 3 at 5-8, 4 at 9-12, 5 at 13-16, 6 at 17-20).

Reset
Regain all spent points on a Short or Long Rest
Spending
Severing Strike costs 1; most Techniques cost 1-2; high-tier Techniques and features cost 3-4. Only one Severing Strike rider can be applied per turn unless a Technique (Ruinous Volley) says otherwise.
Recovery
Regain 1 Severance Point (max once per turn) when a creature you can see within 60 feet casts a spell of 1st level or higher. Additional recovery: Read the Weave (level 7), Grim Focus (Severed Circle), Greater Severance (level 17), and Perfect Counter refunds.

Class Abilities

Martial Abilities

Runesnare Strike
Passive rider on weapon attack (no action) 1 Severance Point Level 1
Range Melee weapon reach
Target One creature hit by your attack
Duration Until end of your next turn
Movement None
Attack / Save Rider on your weapon attack; target Constitution save vs Technique DC

Fray a caster's voice before the words leave their lips.

Rules Text:

When you hit a creature with a weapon attack, spend 1 Severance Point: the target must succeed on a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution modifier) or be unable to cast spells with verbal components until the end of your next turn.

Concentration Cutter
Passive rider on weapon attack 1 Severance Point Level 1
Range Melee weapon reach
Target One concentrating creature you hit
Duration Instantaneous
Movement None
Attack / Save Constitution concentration save with Disadvantage

A technique aimed at the fragile thread of focus.

Rules Text:

When you hit a creature that is concentrating on a spell, spend 1 Severance Point to deal an extra 1d8 force damage (scaling with Severing Strike die) and the target makes its concentration save with Disadvantage; if it fails, it takes 2d8 additional force damage.

Warding Lunge
Reaction 1 Severance Point Level 1
Range Self
Target One creature within 5 feet of you
Duration Instantaneous or until end of your next turn
Movement None
Attack / Save Redirect spell; your saving throws against it have Advantage

Interpose yourself between a spell and its victim.

Rules Text:

When a creature within 5 feet of you is targeted by a spell or spell attack, use your Reaction and spend 1 Severance Point to become the target of that spell instead (if the spell affects an area, you can instead grant the original target Resistance to its damage until the end of your next turn). If you must save against the spell, you save with Advantage.

Hexbreaking Grip
Rider on attack or grapple 1 Severance Point Level 3
Range Melee (5 feet)
Target One creature you hit or grapple
Duration Instantaneous
Movement None
Attack / Save Your check vs spell level (as Dispel Magic)

A grapple that scrubs enchantments off a struggling victim.

Rules Text:

When you hit a creature with an unarmed strike or succeed on a grapple attempt, spend 1 Severance Point: one spell of 2nd level or lower currently affecting the target (chosen by you, friend or foe) ends. Against spells above 2nd level, make an ability check with a +5 bonus per Dispel Magic.

Through the Weave
Bonus Action 1 Severance Point Level 5
Range 30 feet (60 feet at level 10+)
Target Self
Duration Instantaneous
Movement 30-foot teleport (60 at level 10+)
Attack / Save None

A gap-closer that follows the caster's magic rather than the floor.

Rules Text:

As a Bonus Action, spend 1 Severance Point to teleport up to 30 feet to an unoccupied space you can see that is within 5 feet of a creature that cast a spell in the last round. This doesn't provoke Opportunity Attacks. After level 10, the teleport range is 60 feet.

Grounding Shout
Reaction 2 Severance Points Level 5
Range 30 feet
Target One casting creature
Duration Instantaneous
Movement Up to your speed toward the caster
Attack / Save Automatic spell failure (no save); 2d8 force damage

A bellow that scatters gathering energies.

Rules Text:

When a creature within 30 feet casts a spell with an area of effect that includes you, use your Reaction and spend 2 Severance Points: the spell fails and the caster takes 2d8 force damage; you can then move up to your speed toward the caster without provoking Opportunity Attacks.

Deafening Silence
Action 2 Severance Points Level 5
Range 10-foot Emanation (15-foot at level 13+)
Target All enemies in area
Duration Until start of your next turn (1 minute with concentration at level 13+)
Movement None
Attack / Save None (suppression, no save)

Words die in the air around you.

Rules Text:

As an Action, spend 2 Severance Points: enemies within 10 feet of you can't cast spells with verbal components and can't teleport until the start of your next turn. At level 13, radius becomes 15 feet and the effect lasts 1 minute (concentration).

Leech Bite
Free rider 1 Severance Point Level 7
Range Self
Target Self
Duration 1 minute
Movement None
Attack / Save None

Drinking the stolen energy of a broken spell.

Rules Text:

When you break a creature's concentration on a spell or end a spell with one of your features, spend 1 Severance Point to gain Temporary Hit Points equal to 2 x the spell's level (cantrips grant 3). Last 1 minute.

Mirror Counter
Reaction 2 Severance Points Level 7
Range Self; requires caster within 60 feet
Target The casting creature
Duration Instantaneous
Movement None
Attack / Save Automatic reflection damage; optional weapon attack

Return a spell to its sender, frayed and furious.

Rules Text:

When you succeed on a saving throw against a spell that targets only you, use your Reaction and spend 2 Severance Points: the caster takes the damage the spell would have dealt to you, using the same damage type (or force damage if the spell dealt none), and you make one weapon attack against the caster if it is within your reach.

Wardbreaker
Passive rider on weapon attack 1 Severance Point Level 7
Range Melee weapon reach
Target One creature you hit
Duration Instantaneous
Movement None
Attack / Save No save (ends effect)

A blow tuned to shatter magical protection.

Rules Text:

When you hit a creature benefiting from a magical AC bonus, a magical barrier (such as Shield or Absorb Elements effects), or a ward spell, spend 1 Severance Point: that spell or effect ends, and the target takes 1d8 force damage per level of the ended spell (maximum 5d8).

Anchor Throw
Action (one weapon attack) 2 Severance Points Level 9
Range 30 feet
Target One creature
Duration Until end of your next turn
Movement None
Attack / Save Ranged weapon attack; automatic 4d8 force on attempted escape

Pin a fleeing caster's magic to the ground.

Rules Text:

As an Action, spend 2 Severance Points to hurl a runed weapon at a creature within 30 feet: make a weapon attack (ranged, using your normal attack bonus). On a hit, the target takes normal weapon damage and can't teleport, plane shift, or become Invisible until the end of your next turn; if it attempts to, it takes 4d8 force damage and the attempt fails.

Focus Fortress
Action 2 Severance Points Level 9
Range Self
Target Self
Duration Until end of your next turn (extended if stationary)
Movement None (or forfeits extension)
Attack / Save None

Meditative stillness in the eye of a spell-storm.

Rules Text:

As an Action, spend 2 Severance Points: until the end of your next turn, you gain Resistance to damage from spells and can't be Frightened, Charmed, or Stunned by spells. If you take no move action on your turn, the effect lasts until the end of your following turn instead.

Sever the Leyline
Passive rider on weapon attack 2 Severance Points Level 11
Range Melee weapon reach
Target One creature you hit
Duration Until end of target's next turn
Movement None
Attack / Save Constitution save vs Technique DC

Cut a caster off from their own reserves.

Rules Text:

When you hit a creature that cast a spell since the end of your last turn, spend 2 Severance Points: the target must succeed on a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution modifier) or be unable to cast spells above 1st level until the end of its next turn. At level 15, the blocked level increases to 3rd.

Spell-Eater
Rider on Counter-Cast 1 Severance Point (plus Counter-Cast cost) Level 11
Range 60 feet
Target The casting creature
Duration Stored Spell per Spell Theft rules
Movement None
Attack / Save Uses Counter-Cast save

Swallow a cantrip or minor spell whole.

Rules Text:

When you use Counter-Cast against a cantrip or 1st-level spell and the caster fails its save, spend 1 additional Severance Point: the spell fails and you gain a Stored Spell copy of it (as Spell Theft, counts against your Stored Spell limit).

Ruinous Volley
Rider on Attack action 1 Severance Point Level 11
Range 60 feet
Target One creature
Duration Instantaneous
Movement None
Attack / Save Ranged weapon attack

Anti-magic strikes carried across the battlefield.

Rules Text:

When you take the Attack action, you can replace one attack with a runed thrown-weapon attack against any creature that cast a spell in the last round, ignoring the thrown weapon's normal range (range becomes 60 feet) and applying your Severing Strike rider on a hit even if you have already used it this turn.

Grand Severance
Passive rider on weapon attack 3 Severance Points Level 13
Range Melee weapon reach
Target One creature you hit
Duration Instantaneous
Movement None
Attack / Save Constitution save vs Technique DC (failed spells end automatically)

One strike that unbinds everything a caster holds.

Rules Text:

When you hit a creature, spend 3 Severance Points: the target takes 8d8 force damage and must succeed on a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution modifier) or lose concentration on all spells, lose one spell slot of its highest level, and lose one active spell it maintains (no save for the ended spell).

Perfect Counter
Free enhancement of Counter-Cast Counter-Cast cost (2 Severance Points refunded) Level 13
Range 60 feet
Target The casting creature
Duration Instantaneous
Movement None
Attack / Save Automatic failure (no save)

Flawless interruption of the mightiest workings.

Rules Text:

Once per Long Rest, when you use Counter-Cast, the spell fails automatically (no save) regardless of level, and you regain 2 Severance Points. At level 17, you can use this twice per Long Rest.

Null Field Conduit
Bonus Action 1 Severance Point Level 13
Range 10 feet
Target Allied creatures in area
Duration Same as Severed Ground
Movement None
Attack / Save None

Extend your dead zone to shield allies.

Rules Text:

While Severed Ground is active, you can spend 1 Severance Point as a Bonus Action to extend its AC and saving throw benefits to all allies within 10 feet of you for as long as the field lasts.

Echo the Weave
Bonus Action 1 Severance Point to upcast; release otherwise free Level 17
Range Per stored spell
Target Per stored spell
Duration Per stored spell
Movement None
Attack / Save Per stored spell (your Constitution as spellcasting ability)

Hold two stolen spells and hurl them both.

Rules Text:

Your Stored Spell limit increases by 1, and once per turn you can release a Stored Spell as a Bonus Action instead of an Action. When you release a Stored Spell, you can spend 1 Severance Point to cast it using a spell slot one level higher than it was stolen at, if you have Severance Points available.

Killing Severance
Passive rider on weapon attack 3 Severance Points Level 17
Range Melee weapon reach
Target One qualifying creature you hit
Duration Instantaneous
Movement None
Attack / Save Constitution save vs Technique DC for half damage

The execution blow every caster dreads.

Rules Text:

When you hit a creature that has cast a spell since the end of your last turn and that creature is below half its Hit Point maximum, spend 3 Severance Points: the target takes an extra 10d8 force damage and must make a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution modifier), taking half the extra damage on a success. If this kills the target, all spells it maintains end and its soul-bonded magic items go dormant for 1 hour.

Zone of Unbinding
Action 4 Severance Points, 1/Long Rest Level 17
Range 15-foot Emanation centered on you
Target All enemy creatures in area
Duration 1 minute
Movement Emanation moves with you
Attack / Save None (suppression, no save)

A roaming well of nothing that magic falls into.

Rules Text:

As an Action, spend 4 Severance Points: for 1 minute, you project a 15-foot Emanation. Enemy creatures in the Emanation can't cast spells above 2nd level (above 3rd at level 20), and magical effects of 3rd level or lower active on enemy creatures in the area are suppressed while they remain within it. You can use this feature once per Long Rest.

Last Word
Reaction (triggered at 0 HP) Free Level 17
Range 60 feet
Target The creature that cast the spell
Duration Instantaneous
Movement None
Attack / Save Constitution save vs Technique DC; 10d10 force (half on success)

When a caster fells you, their magic dies with you.

Rules Text:

When you are reduced to 0 Hit Points by a spell, you can use your Reaction to make a severance strike before falling: the caster must succeed on a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution modifier) or the spell that felled you unravels in its caster's hands, dealing 10d10 force damage to the caster (half on a save) and ending all spells the caster is concentrating on. You then gain 1 Severance Point you can spend immediately on any Technique that doesn't require movement.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes Martial chassis parallel to Fighter (d10, Extra Attack at 5, ASIs at 4/8/12/16/19, subclass at 3 with features at 3/7/10/14). Anti-magic power is narrow: all abilities target casters or spells specifically; against nonmagical enemies the class is a straightforward martial with a small resource pool. Severance Points scale with Proficiency Bonus (2 to 6) with mid-fight recharge from witnessed spells, preventing nova abuse.
Level Prof. Features Resources Spell Slots
1 +2 Mage Sense, Severance Severance Points: 2 -
2 +2 Severing Strike (1d8), Techniques (2 known) Severance Points: 2 -
3 +2 Counter-Cast, Subclass (choose one), Technique: Hexbreaking Grip eligible Severance Points: 2 -
4 +2 Ability Score Improvement or Feat Severance Points: 2 -
5 +3 Extra Attack, Unraveling Edge, Techniques (3 known) Severance Points: 3 -
6 +3 Null Aegis Severance Points: 3 -
7 +3 Read the Weave, Subclass feature (level 7), Techniques: Leech Bite, Mirror Counter, Wardbreaker eligible Severance Points: 3 -
8 +3 Ability Score Improvement or Feat Severance Points: 3 -
9 +4 Severed Ground, Techniques (4 known) Severance Points: 4 -
10 +4 Severing Strike (2d8), Subclass feature (level 10) Severance Points: 4 -
11 +4 Spell Theft (Stored Spells, max level 5), Techniques: Sever the Leyline, Spell-Eater, Ruinous Volley eligible Severance Points: 4 -
12 +4 Ability Score Improvement or Feat Severance Points: 4 -
13 +5 Witch-Hunter's Edge, Techniques (5 known) Severance Points: 5 -
14 +5 Subclass feature (level 14) Severance Points: 5 -
15 +5 Pursuit of the Tower Severance Points: 5 -
16 +5 Ability Score Improvement or Feat Severance Points: 5 -
17 +6 Greater Severance, Severing Strike (3d8), Techniques (6 known): Echo the Weave, Killing Severance, Zone of Unbinding, Last Word eligible Severance Points: 6 -
18 +6 Arcane Resolve Severance Points: 6 -
19 +6 Ability Score Improvement or Feat Severance Points: 6 -
20 +6 Null Sovereign (capstone) Severance Points: 6 -

Class Features

Mage Sense (Level 1)

As a Bonus Action, you attune your senses to the flow of magic for 1 minute. Until the effect ends, you know the location of any creature within 60 feet of yourself that is concentrating on a spell or that cast a spell within the last round, you know what school of magic any active spell in that radius belongs to, and you have Advantage on Perception and Investigation checks to detect illusions or invisible creatures that arrived via magic. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest.

Severance (Level 1)

You gain a pool of Severance Points equal to your Proficiency Bonus (minimum 2). You regain all spent Severance Points on a Short or Long Rest. Additionally, whenever a creature you can see within 60 feet casts a spell of 1st level or higher, you regain 1 Severance Point (no more than once per turn). You spend Severance Points on Techniques and class features.

Severing Strike (Level 2)

When you hit a creature with a weapon attack, you can spend 1 Severance Point to fray the magic around it. The target takes an extra 1d8 force damage, and if it is concentrating on a spell, it has Disadvantage on the Constitution saving throw to maintain concentration against this damage. If the target is under a magical effect that grants it a defensive benefit (such as Shield of Faith or Mirror Image), you can instead end one such spell of 1st level or higher (no save; treat as a Dispel Magic check with a +5 bonus if the spell is above 3rd level).

Techniques (Level 2)

You learn two Techniques of your choice (see the Technique list). You learn one additional Technique at levels 5, 9, 13, and 17. Each Technique lists the Severance Point cost to use it, if any. Your Severance Strike damage increases to 2d8 at level 10 and 3d8 at level 17.

Counter-Cast (Level 3)

When a creature within 60 feet of you that you can see casts a spell, you can use your Reaction to spend 1 Severance Point and make the caster's weave unravel. The caster must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier) or the spell fails and has no effect, and the caster takes force damage equal to your Severing Strike die plus your Constitution modifier. If the spell is 4th level or higher, the caster has Advantage on this save. You can't use this feature on the same caster twice in one round.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Unraveling Edge (Level 5)

Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you take the Attack action and hit a creature that cast a spell since the end of your last turn, you can immediately move up to half your speed toward another creature you can see without provoking Opportunity Attacks from that creature. This movement must be taken before the end of your turn.

Null Aegis (Level 6)

You have Advantage on saving throws against spells and other magical effects, and you have Advantage on Constitution saving throws made to maintain your own focus when a spell deals damage to you. In addition, when you succeed on a saving throw against a spell, you can spend 1 Severance Point to gain Resistance to the damage of that spell until the end of your next turn.

Read the Weave (Level 7)

Your Mage Sense no longer requires attunement time or uses: you always know when a creature within 60 feet casts a spell and what level the spell is. Additionally, when you finish a Short Rest, you regain 1 extra Severance Point (2 extra on a Long Rest) for each hostile spell cast within sight of you during the preceding encounter, to a maximum of your Severance Point limit.

Severed Ground (Level 9)

As a Bonus Action, you can spend 2 Severance Points to anchor a null field to yourself for 1 minute. Until the field ends, you gain a +2 bonus to saving throws and AC against spells, and any enemy that casts a spell while within 10 feet of you takes force damage equal to your Severing Strike die and has Disadvantage on the next attack roll it makes before the end of its next turn. Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you spend 2 additional Severance Points to do so.

Spell Theft (Level 11)

When you use Counter-Cast and the spell fails, you can spend 1 additional Severance Point to trap a fragment of the spell in a rune on your weapon. You gain one Stored Spell of a level up to half your Spellbreaker level (rounded up), maximum 5th. Only one Stored Spell can be held at a time. As an Action, you can release the Stored Spell to cast it yourself (using your Constitution as the spellcasting ability) without components, at its base level, and it vanishes whether or not you cast it. A Stored Spell dissipates when you finish a Long Rest.

Witch-Hunter's Edge (Level 13)

Your Severing Strike now also silences the target's command of magic: on a hit, the target can't cast spells with verbal components until the end of your next turn unless it succeeds on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier).

Pursuit of the Tower (Level 15)

You can't be magically slowed, held, or displaced against your will: you have Advantage on saving throws against any spell that would reduce your speed, teleport you unwillingly, or impose the Restrained or Grappled conditions, and you can spend 1 Severance Point as a Reaction to automatically succeed on such a save.

Greater Severance (Level 17)

When you use Counter-Cast, spells of 4th level or higher no longer grant the caster Advantage on the save, and spells of 6th level or higher grant it only if cast by a creature of Challenge Rating 15 or higher. In addition, you regain 1 Severance Point whenever you reduce a creature to 0 Hit Points or break a creature's concentration on a spell.

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