Martial Archetype: Spellbreaker (WC5e)

by Zekerath

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Spellbreaker

After the destruction of their homeland, a special force of blood elven warriors was created. These blood elven warriors are trained to disrupt and contort magical energies, so they excel battling spellcasters.

Restriction: Blood Elves only

Only blood elves can choose spellbreaker martial archetype. In the world of Azeroth, blood elves have trained spellbreaker special unit for both offensive military missions as well as guardians of High Home.

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Beginning when you choose this archetype at 3rd level, you learn exactly where to strike to cause creature's own innate magical energies burst against them. When you hit a creature with a weapon attack, you can choose to deal extra force damage equal to half your warrior level, and if the target is concentrating on a spell, the target must roll a d10 and subtract the number rolled from the concentration saving throw.

You can use this feature twice. You regain expended uses when you finish a short or long rest

Sanctum Training

At 3rd level, you have been well trained in the arcane arts. You gain proficiency in the Arcane skill if you don't already have it.

You also know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting ability for it.

Arcane Armaments

Beginning at 7th level, you are able to channel your innate magical powers through your weapons. You can use your Arcane Affinity racial trait twice between rests.

Additionally, you can expend one use of Arcane Affinity trait to cast elemental weapon spell. When cast in this way, the spell deals force damage instead and you can target weapons which are magical.

Spell Reflection

Beginning at 11th level, you become specially trained in countering magical attacks. If you succeed on your saving throw against a spell or a spell attack misses you, and if the spell targets only you, you can use your reaction to absorb the spell, or reflect it back.

If you absorb the spell, it has no effect on you and you regain 2 rage points.

If you reflect the spell, it has no effect on you and is directed back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1). You regain all expended uses after finishing a long rest.

Control Magic

Starting at 15th level, you learn how to disrupt and bend magical energies around you. As an action, you can cast dispel magic or spellsteal spell, or you can use your reaction to cast counterspell. Intelligence is your spellcasting ability for them. When you are required to make an ability check as a part of casting these spells, you add your proficiency bonus to that ability check.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Spell Resistance

At 18th level, you have resistance against the damage of spells.

Additionally, as an action, you can cast amplify or dampen magic. Intelligence is your spellcasting ability for it. Once you use this feature you cannot use it again until you finish a long rest.

Silvermoon Sentinels TCG by Leonard Boyarsky

 

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