Spellbreaker
Where there is power, there are those that abuse that power. Spellbreakers are a small, but dedicated, fraternity of rangers who specialize in hunting spellcasters that use their arcane abilities to bring harm to others. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy any who wield the weave. Most Spellbreakers operate in the shadows, only revealing themselves when the time is right and their success is a certainty. When one wrong move could end in disintegration, there is no room for error.
Spellbreaker's Favored Spellcasters
As a Spellbreaker, you gain an additional favored enemy. Choose a spellcasting profession from the list below or with your DM. Your Favored Enemy feature applies to spellcasters of that profession as well.
Spellbreaker Magic
You learn certain spells at the ranger levels noted in the Spellbreaker Spells table. They count as ranger spells for you, but don't count against your number of Spells Known.
Spellbreaker Spells
Mage Hunter
When you adopt the spellbreaker archetype, you gain the skills necessary to hunt spellcasters of all kinds. At 3rd level, you gain proficiency in the Arcana skill. Any time you make an Intelligence (Arcana) check to related to spellcasting or spells, you add double your proficiency bonus to your roll.
In addition, you can cast the absorb elements spell as a 1st-level spell, without expending a spell slot. You can cast absorb elements in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
When you cast absorb elements, if the first melee weapon attack you make on your next turn is against the creature whose spell you absorbed, you treat the additional damage from absorb elements as it's maximum roll.
Spellsight
Also at 3rd level, you gain the ability to detect the magical potential of other creatures. As an action, choose a creature that you can see, within 60 feet of you. You immediately learn the creature's spellcasting ability (if it has one), and the level of the highest spell it can cast.
Once you use this feature you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use it again.
Arcane Defense
You have learned to steel your mind and body to defend yourself from hostile magic. Starting at 7th level, you have advantage on saving throws against spells.
Mage Breaker
Starting at 11th level, you learn to utilize the signature mage-slaying techniques of a master spellbreaker. As a bonus action, you can imbue your weapons with primal abjuration magic. Until the start of your next turn, each time you hit a creature with a weapon attack, all damage dealt by the attack becomes force damage, and you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).
If you hit a creature that is concentrating on a spell, it takes an additional 1d8 force damage, and it has disadvantage on its Constitution saving throw to maintain concentration. You can use this bonus action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Mantle of the Master
Your training has reached its apex, and you are considered a master amongst Spellbreakers. At 15th level, your blood develops an innate magical ward that grants you resistance to all damage from spells.
Spellbreaker's Favored Spellcasters
As a Spellbreaker, you gain an additional favored enemy. Choose a spellcasting profession from the list below or with your DM. Your Favored Enemy feature applies to spellcasters of that profession as well.
| Spellcasters | |
| 1 | Witches |
| 2 | Priests |
| 3 | Necromancers |
| 4 | Enchanters |
| 5 | War Mages |
| 6 | Templars |
You learn certain spells at the ranger levels noted in the Spellbreaker Spells table. They count as ranger spells for you, but don't count against your number of Spells Known.
Spellbreaker Spells
| Ranger Level | Spell |
| 3rd | absorb elements |
| 5th | blindness/deafness |
| 9th | counterspell |
| 13th | resilient sphere |
| 17th | wall of force |
When you adopt the spellbreaker archetype, you gain the skills necessary to hunt spellcasters of all kinds. At 3rd level, you gain proficiency in the Arcana skill. Any time you make an Intelligence (Arcana) check to related to spellcasting or spells, you add double your proficiency bonus to your roll.
In addition, you can cast the absorb elements spell as a 1st-level spell, without expending a spell slot. You can cast absorb elements in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
When you cast absorb elements, if the first melee weapon attack you make on your next turn is against the creature whose spell you absorbed, you treat the additional damage from absorb elements as it's maximum roll.
Spellsight
Also at 3rd level, you gain the ability to detect the magical potential of other creatures. As an action, choose a creature that you can see, within 60 feet of you. You immediately learn the creature's spellcasting ability (if it has one), and the level of the highest spell it can cast.
Once you use this feature you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use it again.
Arcane Defense
You have learned to steel your mind and body to defend yourself from hostile magic. Starting at 7th level, you have advantage on saving throws against spells.
Mage Breaker
Starting at 11th level, you learn to utilize the signature mage-slaying techniques of a master spellbreaker. As a bonus action, you can imbue your weapons with primal abjuration magic. Until the start of your next turn, each time you hit a creature with a weapon attack, all damage dealt by the attack becomes force damage, and you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).
If you hit a creature that is concentrating on a spell, it takes an additional 1d8 force damage, and it has disadvantage on its Constitution saving throw to maintain concentration. You can use this bonus action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Mantle of the Master
Your training has reached its apex, and you are considered a master amongst Spellbreakers. At 15th level, your blood develops an innate magical ward that grants you resistance to all damage from spells.
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