January 29, 2019


Martial Archetype
Comments from the Tweeter: One of my favorite games is Guild Wars 2 and this subclass is inspired by the new warrior elite specialization by the same name. The Spellbreakers' Meditation skills seemed like a perfect fit for Ki and I think this is a suitable antimage without being so focused on the antimage theme that you are only effective against magic users.


The spellbreaker wields their focus as both a weapon and shield, which they use to strike at the very fabric of magic, stripping it from their foes. They meditate to see past their enemies' defenses, and they use their supernatural abilities to counter attacks.

Starting at 3rd level, your mystical training grants you access to a number of special maneuvers and a reserve of mystical energy known as focus. You have a number of focus points equal to half your fighter level, rounded up, which you can spend to fuel your abilities. You regain expended focus points when you take a short or long rest.
     You begin with three maneuvers: Disrupting Strike, Featherfoot Grace, and Full Counter.
     Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Focus save DC = 8 + your proficiency bonus + your Wisdom modifier

     Disrupting Strike. As a bonus action when you hit a creature with the ability to cast spells with a weapon attack, you can spend one focus point to muddle their internal magic. If the creature is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its concentration. Additionally, until the end of the creature's next turn, it makes spell attacks with disadvantage, and other creatures have advantage on saving throws against its spells.
     Featherfoot Grace. As a bonus action when you move, you can spend 1 focus point to increase your movement speed by 15 feet until the end of you turn and gain resistance to all damage until you stop moving.
     Full Counter. As a reaction when a creature you can see within 30 feet of you makes an attack against you, you can spend 1 focus point to counterattack with a blast of energy. When you do so, each creature of your choice within 5 feet of you must make a Dexterity saving throw, taking force damage equal to 1d8 + you Wisdom modifier on a failed save. If the attacker fails their save against this ability, your AC increases by 2 against the triggering attack.

Aura Slicer
At 7th level, you can channel your focus to tear through magic. When you hit a creature with a weapon attack you can spend 1 focus point to cast the spell dispel magic targeting the creature, without expending a spell slot or spell components.

Sight Beyond Sight
At 10th level, you can sense the magic of all living things, and see things as they truly are. As a bonus action, you can spend 3 focus points to grant yourself truesight for up to 1 minute with a range of 30 feet. Once you use this ability, you can’t do so again until you finish a short or long rest.

Spellbreaker's Soul
Beginning at 15th level, your mastery of arcane combat grants you proficiency in Wisdom saving throws. Additionally, if you fail a saving throw against a spell that allows you to repeat your save at the beginning or end of your turn to end the effect on yourself early, you can spend 2 focus points when you repeat your save to automatically succeed on the saving throw.

Winds of Disenchantment
At 18th level, you can siphon magic from the world around you. By spending 5 focus points you can cast the spell antimagic field once, without expending a spell slot. Once you use this ability, you can’t do so again until you finish a long rest.

Changelog: 1/30/19: Full Counter: Removed ability scaling and reworked how the AC bonus is granted and switched to an AoE.
Leaf's Grace Featherfoot Grace: renamed for in game reference and rewrote ability for clarity.
Spell Sever Strike Aura Slicer: renamed for in game reference and added level of spell cast.
Sight Beyond Sight: added duration.
Spellbreaker's Soul: Replaced second half of the ability with a "shake off" feature.
Winds of Disenchantment: added focus point cost to ability.
01/31/19: Full Counter: added the word increases
2/4/19: Imposing Presence replaced with Disrupting Strike
Spellbreaker's Soul: Cost reduced to 2


  1. Sight beyond sight doesn’t limit how long the truesight lasts.

    1. That got deleted in pdf conversation apparently! x.x

      The duration should be 1 min.

  2. Leaf's Grace is too powerful allowing you to gain resistance to everything.

    How long does the Truesight last?

    Winds of Disenchantment either requires a Focus cost or some other restriction. Being able to cast it for free as a Martial class is pretty insane, even for an archetype capstone.

    Where are the ribbons and RP stuff?

    1. Gotta say I agree with all of these points. Now I feel kind of guilty for not reading this when I had the chance...

    2. Leaf's Grace only lasts till the end of your turn so it probably isn't as strong as it looks at first glance

      The duration on sight is 1 min.

      Winds probably needs a cost

      Ribbons and stuff I wasn't sure if there was room because of the length of some of the abilities, but I'm open to adding them

    3. I'm open to the possibility of changing leafs grace, but if I do I have to figure out how to make it still relevant against mages (aoe fields and reation speed spells) rather than just opportunity attacks.

  3. I thought at first the focus of this class would be fighting against mages.

    Now, it seems partially that, partially... something? the theme behind the abilities isn't exactly clear.

    As for the abilities, a high level full counter seems very strong, but I don't think it's too powerful compared to a battlemaster who has more dice with more abilities.

    1. Agreed, a high level full counter is 2d8+wis along with +2 AC with just one Focus and reaction. That's incredibly powerful. You also get more Focus(10 at level 20) than Battlemasters get Dice(6 at level 15, 7 with a feat). It's already very powerful as base, more so with the AC, then upgraded it slips into too much power for a single Focus.

    2. Yeah, I think you should get like 3-4-5 focus at levels 3-10-18 or so.

    3. The goal was to make features that were useful against spell casters, but still relevant against others. Full Counter helps fight spells attacks, Leaf's Grace helps navigate aoes, Sight Beyond Sight helps see through illusions, Spellbreaker's soul gives you protection from enchantment magic in the form of Wisdom save proficiency.

      Imposing Presence might be a little out from left field, because I was converting GW2 skills to 5e class features. I'm considering replacing it now.

      Also a battle master at lvl 7 can riposte with a great sword to deal 2d6+1d8+Str in addition to any additional damage from an enchanted weapon, fighting style, and feats.

      I believe Full Counter being a spell attack built off of a tertiary skill keeps it from growing out of hand.

    4. Alright, full counter is probably ok... However, the number of focus points should really be more limited.

      Also Tweeter of Vecna? Is that you, Finger?

    5. Does this subclass look like something Finger would write, I wonder?

      But no. We brought Tweeter in to help manage our social media stuff, which is why he doesn't have a proper digit name yet. People who follow us on twitter or partake of our discord are probably familiar with him already...

    6. This comment has been removed by the author.

    7. Yup I'm the new guy! I also wrote the freerunner ranger from a couple weeks ago. My main job is spreading the word, but I wget to write something every now and then.

  4. I like it. None of the abilities seem OP and the theme is there, but could be altered to fit any fighter. Might try multiclassing this with paladin to make a guy whose home was destroyed in a magical explosion and vowed to rid the world of magic. Or a bounty hunter with a specialty in dealing with mages.

    My only request would be to clarify if Full Counter hits before the attacker. The 7th level upgrade would lead me to assume so. In my games, "when you are hit" means after you actually get hit, take damage, feel dead, unless the ability says otherwise (such as the shield spell).

  5. I have to agree that Leaf's Grace seems a little too good, especially since you could reasonably do it most combats and during the entire combat. I don't think there needs to be a limit to the focus points, but maybe a suggestion for those who aren't too partial to Leaf's Grace and Full Counter. Maybe Leaf's Grace is made into a reaction ability?

    "As a reaction when targeted by an AoE spell(unsure on how to word this), you can spend 1 focus point to move 15 feet and gain resistance to all damage from spells until the beginning of your next turn."

    This puts it in the same position as Shield and Absorb Elements, where you have to decide which one is more worth your reaction that round. I feel like this would help balance these abilities without needing to limit any of the other class features.

    Everything else seems fine. I don't think that Full Counter needs to be changed at all and is just fine as it is, and I definitely don't think that Winds needs any adjustments. It's once a day and the capstone, and shuts down all of your magic items as well. Yeah it's good against magical creatures and spell casters, but that's the point.

    1. Leaf's Grace is only during your turn.

    2. .....duh. I was suggesting to change it to a reaction instead of a bonus action, and therefore make it competitive with Full Counter. This would help to make it not the obvious go to ability that it currently is, and it would also help to balance Full Counter for those who think that ability is a little strong. If you make it so the player has to decide which one is more worth their reaction that round, like my example with Shield and Absorb Elements, then that would help hopefully balance out the abilities for everyone.

    3. You misunderstood. Currently, it only LASTS until the end of your turn, meaning it only works against attack of opportunity, wall of fire, etc. It's not that good.

  6. I mean, there are some cost-balance issues here, as well as some clarification needed for the spell level of dispel magic, and duration of effects...
    All in all I think this concept would work better as a Channeller archetype?

    1. As for the sight beyond sight, why not replace truesight with the ability Blue Magic Witches have?

    2. Also, you did mention it would be a perfect fit for ki, so why what made you choose a fighter instead of a monk? Because honestly, I'm all up for a monk that can use deflect missiles against to-hit spells.

  7. I think you forgot to put "increases" at the end of Full counter. Right now it doesn't make sense and says "If at least one creature fails their save your AC by 2 against the triggering attack."

  8. Dispel Magic already has no material components. It does have somatic components though, so RAW you can't use Aura Slicer with a shield or 2-handed weapon.