Spellbreaker

Spellbreakers are martial specialists trained to hunt, resist, and dismantle magic-users. They possess no spellcasting of their own, but their bodies and minds are honed to sever the weave of magic. They are the bane of rogue mages, arcane tyrants, and extraplanar casters.

Class Features

Hit Die 1d10
Primary Ability Strength or Dexterity, Constitution, Wisdom
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
Skills Athletics, Acrobatics, Insight, Investigation, Perception, Survival, Intimidation

Class Resources

Null Focus

Max 9

Null Focus is the Spellbreaker's personal reservoir of trained, non-magical resistance. It fuels the class's Null Techniques and is spent on severing strikes, reactive parries, interdicting a caster's spell, and other anti-magic techniques. The maximum is 3 + your proficiency bonus: 5 points at levels 1-4, 6 at 5-8, 7 at 9-12, 8 at 13-16, and 9 at 17-20. Null Focus is not spell energy, cannot be counterspelled, drained, or detected by magic, and refreshes fully on a short rest.

Reset
After a short or long rest (all expended points are regained)
Spending
Spend Null Focus to activate Null Techniques. Costs range from 1 point (Severing Strike, Null Parry, Disrupting Shout, Iron Grip, Sever Enchantment, Reflexive Ward, Grounding Stance) to 2 points (Spell-Eater's Riposte, Mage-Breaker's Advance, Snare the Weave), 3 points (Arcane Interdiction, Sundering Sweep, Reflective Deflection, Severed Bond, Severing Cascade, Castigation Strike, Resonant Silence, Null Cadence), 4 points (Weave Shatter, Absolute Nullity, Mage's End), and 5 points (Final Severance, Weave Severer). You cannot spend more Null Focus than you have remaining. Iron Mind also allows spending 1 point to reroll a failed save against a spell.
Recovery
You regain all expended Null Focus when you finish a short or long rest. At 9th level, when you roll initiative and have no Null Focus remaining, you immediately regain 2 Null Focus. Improved Null Focus at 9th level also allows spending 2 Null Focus at the start of your turn to end one spell of 2nd level or lower affecting you.

Class Abilities

Martial Abilities

Severing Strike
Action (as part of the Attack action) 1 Null Focus Level 1
Range Melee weapon reach
Target One creature you hit with a melee weapon attack
Duration Instantaneous; component denial lasts until the end of the target's next turn
Movement None
Attack / Save Melee weapon attack, then Constitution saving throw against your Null save DC (8 + proficiency bonus + Wisdom modifier)
Defense None

A focused weapon strike that tears a spell loose from its caster.

Rules Text:

As part of the Attack action, when you hit a creature with a melee weapon attack, you can spend 1 Null Focus. The attack deals its normal damage. In addition, one spell of a level you can sever that is currently affecting the target ends, and the target must succeed on a Constitution saving throw against your Null save DC or be unable to cast spells that require verbal or somatic components until the end of its next turn. Severable spell levels: 1st at Spellbreaker level 1, 2nd at 5th, 3rd at 9th, 4th at 13th, 5th at 17th.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Defense: None
Resource: Spend 1 Null Focus
Debuff Effect
Saving Throw: Constitution
Range: Melee weapon reach
Target: the creature hit
Conditions: cannot cast spells requiring verbal or somatic components
Duration: until the end of the target's next turn
Null Parry
Reaction 1 Null Focus Level 1
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None
Defense Reduce the triggering damage by your Null Die + Wisdom modifier (minimum 1)

You catch an incoming spell on the flat of your blade or your forearm and let the null force bleed it away.

Rules Text:

When you take damage from a spell, a spell attack, or a magical effect, you can use your reaction and spend 1 Null Focus to reduce that damage by your Null Die + your Wisdom modifier (minimum reduction 1). If the damage is reduced to 0, you suffer no secondary effect that would trigger on taking that damage. Null Die is 1d6 at levels 1-4, 1d8 at 5-8, 1d10 at 9-12, 1d12 at 13-16, and 2d12 take the higher at 17-20.

Defense Effect
Defense: Reduce triggering damage by Null Die + Wisdom modifier; scaling: 1d6 at 1st, 1d8 at 5th, 1d10 at 9th, 1d12 at 13th, 2d12 take higher at 17th
Resource: Spend 1 Null Focus
Trail the Caster
Action 1 Null Focus Level 1
Range Self; detects trails within 1 mile (5 miles at 9th, 20 miles at 17th)
Target Self
Duration 10 minutes of focused tracking sense
Movement None
Attack / Save None
Defense None

You read the residue a spell leaves behind and follow it like a scent.

Rules Text:

As an action, spend 1 Null Focus and study your surroundings for 10 minutes. You learn whether a creature that cast a spell of 1st level or higher within the last 24 hours passed within 1 mile of you, the direction and distance to the most recent casting site within that range, and the school of the most recent spell cast there. While tracking, you have advantage on Wisdom (Survival) checks to follow the caster's trail and on Intelligence (Investigation) checks to identify magical remnants. The range increases to 5 miles at 9th level and 20 miles at 17th level.

Utility Effect
Range: 1 mile (5 miles at 9th, 20 miles at 17th)
Target: Self
Resource: Spend 1 Null Focus
Disrupting Shout
Bonus Action 1 Null Focus Level 1
Range 30 feet
Target One creature you can see within 30 feet that has spell slots or innate spellcasting
Duration Until the end of the target's next turn
Movement None
Attack / Save Wisdom saving throw against your Null save DC
Defense None

A barked, null-force syllable that lodges in a caster's throat.

Rules Text:

As a bonus action, spend 1 Null Focus and target one creature you can see within 30 feet that has spell slots or innate spellcasting. The target must succeed on a Wisdom saving throw against your Null save DC or be unable to cast spells that require verbal components until the end of its next turn. If the target is concentrating on a spell, it has disadvantage on its next Constitution saving throw to maintain concentration before the end of its next turn.

Debuff Effect
Saving Throw: Wisdom
Range: 30 feet
Target: one creature within 30 feet
Conditions: cannot cast spells requiring verbal components
Duration: until the end of the target's next turn
Debuff Effect
Range: 30 feet
Target: the same creature
Duration: until the end of the target's next turn
Iron Grip
Action 1 Null Focus Level 2
Range Melee reach
Target One creature within your reach
Duration While the grapple is maintained
Movement None
Attack / Save Strength (Athletics) check opposed by the target's Strength (Athletics) or Dexterity (Acrobatics); Constitution saving throw against your Null save DC for somatic spells
Defense None

You seize a caster's wrists and shoulders so its hands cannot weave.

Rules Text:

As an action, spend 1 Null Focus and attempt to grapple one creature within your reach. Make a Strength (Athletics) check opposed by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is grappled. While grappled this way, whenever the target tries to cast a spell that requires somatic components, it must first succeed on a Constitution saving throw against your Null save DC or that spell fails and the action is wasted. While grappled this way, the target also has disadvantage on Constitution saving throws it makes to maintain concentration.

Prerequisites:

Must have at least one free hand

Control Effect
Range: Melee reach
Target: one creature within reach
Conditions: grappled
Duration: while grapple is maintained
Debuff Effect
Saving Throw: Constitution
Range: Melee reach
Target: the grappled creature
Duration: while grapple is maintained
Sever Enchantment
Action 1 Null Focus Level 2
Range Touch
Target One willing creature you touch
Duration Instantaneous
Movement None
Attack / Save None (dispelling check d20 + proficiency bonus + Constitution modifier against DC 10 + spell level if the spell exceeds your severing limit)
Defense None

You physically press your palm against a companion and peel away a mind-altering thread.

Rules Text:

As an action, spend 1 Null Focus and touch one willing creature. You end one of the following effects on that creature: the charmed condition, the frightened condition, or one spell of 1st level or lower currently affecting it. At 9th level you can end a spell of 2nd level or lower, and at 15th level a spell of 3rd level or lower. If the effect was caused by a spell of a level higher than your current limit, you can instead make a dispelling check (d20 + proficiency bonus + Constitution modifier) against DC 10 + the spell's level to end it.

Buff Effect
Range: Touch
Target: one willing creature you touch
Conditions: ends charmed, ends frightened
Reflexive Ward
Reaction 1 Null Focus Level 3
Range 30 feet
Target One creature you can see within 30 feet that is targeted by a spell attack or forced to make a saving throw by a spell
Duration Instantaneous (applies to the triggering spell)
Movement None
Attack / Save None
Defense Target gains advantage on the saving throw or the spell attack is made at disadvantage; resistance to the spell's damage if it misses or the save succeeds

You flick a bubble of null force over an ally as a spell comes down.

Rules Text:

When a creature you can see within 30 feet is targeted by a spell attack or forced to make a saving throw by a spell, you can use your reaction and spend 1 Null Focus. Before the attack roll or saving throw is made, that creature gains advantage on the saving throw, or the spell attack roll against it is made at disadvantage. If the spell attack misses or the saving throw succeeds, the warded creature has resistance to any damage the spell deals.

Buff Effect
Range: 30 feet
Target: one creature within 30 feet
Defense: advantage on the save or disadvantage on the spell attack; resistance to the spell's damage on a miss or successful save
Resource: Spend 1 Null Focus
Read the Thread
Action None Level 4
Range 30 feet
Target One creature you can see within 30 feet
Duration Instantaneous
Movement None
Attack / Save Charisma saving throw against your Null save DC to conceal information; Wisdom (Insight) vs Charisma (Deception) to pierce shapeshifting or illusions
Defense None

You look at a creature and see every spell currently knotted into its body.

Rules Text:

As an action, choose one creature you can see within 30 feet. You learn whether the creature is charmed, frightened, polymorphed, possessed, or under the effect of any spell, as well as the school and level of the highest-level spell currently affecting it. You also learn whether the creature can cast spells and the highest spell level it can cast. A creature that wishes to conceal this information can make a Charisma saving throw against your Null save DC; on a success, you learn only that it is hiding something. Shapeshifters and illusions can be seen through: make a Wisdom (Insight) check against the target's Charisma (Deception) check to identify a false form.

Utility Effect
Saving Throw: Charisma
Range: 30 feet
Target: one creature within 30 feet
Spell-Eater's Riposte
Reaction 2 Null Focus Level 5
Range Melee weapon reach
Target One creature within your reach that casts a spell
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack, then Constitution saving throw against your Null save DC
Defense None

You answer a spell cast in your reach with a blade between the ribs.

Rules Text:

When a creature within your reach casts a spell, you can use your reaction and spend 2 Null Focus to make one melee weapon attack against it. On a hit, the attack deals its normal damage plus 2d6 force damage, and the caster must succeed on a Constitution saving throw against your Null save DC or the spell it was casting fails and its action and any spell slot or use are wasted.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Resource: Spend 2 Null Focus
Damage Effect
Range: Melee weapon reach
Target: the casting creature
Damage: 2d6 force (None)
Debuff Effect
Saving Throw: Constitution
Range: Melee weapon reach
Target: the casting creature
Duration: Instantaneous (the triggering spell fails)
Grounding Stance
Bonus Action 2 Null Focus Level 6
Range Self
Target Self
Duration 1 minute
Movement None
Attack / Save None
Defense Resistance to damage from spells; advantage on saves against forced movement or forced teleportation

You root yourself in the world and let hostile magic break against you like surf on rock.

Rules Text:

As a bonus action, spend 2 Null Focus and adopt a grounding stance for 1 minute. While in this stance you have resistance to damage from spells, you have advantage on saving throws against being moved against your will or teleported against your will, and you ignore difficult terrain created by magic. The stance ends early if you are incapacitated or if you use this technique again.

Buff Effect
Defense: resistance to damage from spells
Resource: Spend 2 Null Focus
Buff Effect
Target: Self
Duration: 1 minute
Arcane Interdiction
Reaction 3 Null Focus Level 7
Range 60 feet
Target One creature you can see within 60 feet that casts a spell
Duration Instantaneous
Movement None
Attack / Save Constitution saving throw against your Null save DC
Defense None

You cut an incoming spell out of the air before it finishes forming.

Rules Text:

When a creature you can see within 60 feet casts a spell, you can use your reaction and spend 3 Null Focus to interdict it. The caster must succeed on a Constitution saving throw against your Null save DC or the spell fails and any spell slot or use is wasted. This technique can interdict spells of 3rd level or lower at Spellbreaker level 7, 5th level or lower at 11th level, and 7th level or lower at 15th level. A spell of a higher level is unaffected.

Debuff Effect
Saving Throw: Constitution
Range: 60 feet
Target: the casting creature
Duration: Instantaneous (the triggering spell fails)
Resource: Spend 3 Null Focus
Snare the Weave
Action 2 Null Focus Level 8
Range 30 feet
Target One creature you can see within 30 feet that can cast spells
Duration 1 minute (save ends at the end of each of its turns)
Movement None
Attack / Save Wisdom saving throw against your Null save DC
Defense Target's spell save DC reduced by 2

You hook a caster's connection to the weave and drag it out of alignment.

Rules Text:

As an action, spend 2 Null Focus and choose one creature you can see within 30 feet that can cast spells. It must succeed on a Wisdom saving throw against your Null save DC or be snared for 1 minute. While snared, the creature has disadvantage on spell attack rolls, its spell save DC is reduced by 2, and it has disadvantage on Constitution saving throws made to maintain concentration. The creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success.

Debuff Effect
Saving Throw: Wisdom
Range: 30 feet
Target: one caster within 30 feet
Duration: 1 minute, repeat save at end of each turn
Defense: spell save DC reduced by 2; disadvantage on spell attacks and concentration saves
Sundering Sweep
Action 3 Null Focus Level 9
Range 15-foot cone
Target Each creature in the cone that is affected by a spell or has spell slots
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack roll against each target
Defense None

A wide arc of weapon and null force that strips spells from everyone in front of you.

Rules Text:

As an action, spend 3 Null Focus and sweep your weapon in a 15-foot cone. Make one melee weapon attack roll against each creature in the cone that is affected by a spell or that has spell slots. On a hit, a creature takes your weapon damage and one spell of 3rd level or lower currently affecting it ends. On a miss, nothing happens. A creature must be within your weapon's reach or within the cone, and you use the same attack roll result only once resolved for each target separately.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Resource: Spend 3 Null Focus
Debuff Effect
Range: 15-foot cone
Target: each creature hit
Duration: Instantaneous
Mage-Breaker's Advance
Bonus Action 2 Null Focus Level 10
Range Self; movement up to 30 feet
Target Self; one creature that cast a spell since the end of your last turn
Duration Instantaneous
Movement Move up to 30 feet without provoking opportunity attacks
Attack / Save One melee weapon attack with advantage if you end within 5 feet of a creature that cast a spell since the end of your last turn
Defense None

You close the distance on a caster before it can finish its incantation.

Rules Text:

As a bonus action, spend 2 Null Focus and move up to 30 feet. This movement does not provoke opportunity attacks. If you end this movement within 5 feet of a creature that cast a spell since the end of your last turn, you can make one melee weapon attack against that creature as part of the same bonus action, and that attack is made with advantage.

Prerequisites:

Must be wielding a melee weapon

Movement Effect
Range: Self
Target: Self
Movement: move up to 30 feet without provoking opportunity attacks
Damage Effect
Attack: Melee weapon attack with advantage
Resource: Spend 2 Null Focus
Reflective Deflection
Reaction 3 Null Focus Level 11
Range Self; the caster can be any distance away as long as it is the caster of the triggering spell
Target The caster of the triggering spell
Duration Instantaneous
Movement None
Attack / Save The caster uses its own spell save DC or spell attack bonus against itself
Defense None

You catch a spell on your null guard and hurl it back at the hand that threw it.

Rules Text:

When you succeed on a saving throw against a spell that targets only you, or when a spell attack misses you, you can use your reaction and spend 3 Null Focus to deflect the spell back at its caster. The caster is treated as the target of its own spell: it makes a saving throw against its own spell save DC (or is hit by its own spell attack using its own spell attack bonus) and suffers the spell's effects on a failure, or half damage on a success if the spell allows a save for half damage. Concentration spells deflected this way are centered on the caster as if it had cast them on itself.

Debuff Effect
Saving Throw: the caster's own spell save DC
Target: the caster of the triggering spell
Duration: Instantaneous
Resource: Spend 3 Null Focus
Severed Bond
Action 3 Null Focus Level 12
Range 60 feet
Target One summoned creature or one creature under a conjuration effect within 60 feet
Duration Instantaneous; severed links last 1 hour
Movement None
Attack / Save Charisma saving throw against your Null save DC
Defense None

You cut the conjurer's leash and send its pet home.

Rules Text:

As an action, spend 3 Null Focus and choose one summoned or conjured creature, or one creature under a conjuration spell effect (such as a summoning, teleportation, gate, familiar bond, or telepathic link) within 60 feet. The target must succeed on a Charisma saving throw against your Null save DC or the conjuration effect ends and any summoned or conjured creature is returned to its home plane. If the effect is a teleportation or gate, the effect ends before it resolves. If the effect is a familiar bond or telepathic link, the link is severed for 1 hour.

Debuff Effect
Saving Throw: Charisma
Range: 60 feet
Target: one summoned creature or conjuration-affected creature within 60 feet
Duration: Instantaneous (links severed for 1 hour)
Resource: Spend 3 Null Focus
Severing Cascade
Action 3 Null Focus Level 13
Range Melee weapon reach
Target One creature within your reach
Duration Instantaneous; spellcasting lock lasts until the end of the target's next turn
Movement None
Attack / Save Melee weapon attack, then Constitution saving throw against your Null save DC
Defense None

A blow that rips every spell off a caster in one motion.

Rules Text:

As an action, spend 3 Null Focus and make one melee weapon attack against a creature. On a hit, the attack deals its normal damage plus 3d8 force damage, all spells of 4th level or lower currently affecting the target end, and the target must succeed on a Constitution saving throw against your Null save DC or be unable to cast spells until the end of its next turn.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Resource: Spend 3 Null Focus
Damage Effect
Range: Melee weapon reach
Target: the creature hit
Damage: 3d8 force (None)
Debuff Effect
Saving Throw: Constitution
Range: Melee weapon reach
Target: the creature hit
Conditions: cannot cast spells
Duration: until the end of the target's next turn
Castigation Strike
Action 3 Null Focus Level 14
Range Melee weapon reach
Target One creature within your reach
Duration Instantaneous; the disadvantage lasts until the end of your next turn
Movement None
Attack / Save Melee weapon attack, then Constitution saving throw against your Null save DC
Defense None

You save your heaviest blow for the ones who bend reality for a living.

Rules Text:

As an action, spend 3 Null Focus and make one melee weapon attack against a creature. If the target can cast spells of 1st level or higher, the attack deals an extra 4d8 force damage and the target must succeed on a Constitution saving throw against your Null save DC or have disadvantage on all saving throws until the end of your next turn.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Resource: Spend 3 Null Focus
Damage Effect
Range: Melee weapon reach
Target: the creature hit
Damage: 4d8 force (only against a creature that can cast spells of 1st level or higher)
Debuff Effect
Saving Throw: Constitution
Range: Melee weapon reach
Target: the creature hit
Duration: until the end of your next turn
Resonant Silence
Action 3 Null Focus Level 15
Range 20-foot-radius sphere centered on yourself
Target Every creature in the area that casts a spell with a verbal component
Duration 1 minute (requires concentration)
Movement None
Attack / Save Constitution saving throw against your Null save DC
Defense None

You set up a droning null hum that swallows spoken incantations.

Rules Text:

As an action, spend 3 Null Focus to create a 20-foot-radius sphere of null drone centered on yourself. The effect lasts for 1 minute and requires your concentration (as if concentrating on a spell; you make a DC 10 Constitution saving throw when you take damage to maintain it). While the effect lasts, any creature inside the area that casts a spell with a verbal component must succeed on a Constitution saving throw against your Null save DC or the spell fails and its action and slot are wasted.

Debuff Effect
Saving Throw: Constitution
Range: 20-foot-radius sphere
Target: creatures casting verbal spells in the area
Duration: 1 minute
Null Cadence
Bonus Action 3 Null Focus, once per short or long rest Level 16
Range 30-foot radius centered on yourself
Target Every creature within 30 feet that casts a spell
Duration Until the end of your next turn
Movement None
Attack / Save Constitution saving throw against your Null save DC
Defense None

For a heartbeat the weave goes quiet, and every spell spoken in that silence dies unborn.

Rules Text:

As a bonus action, spend 3 Null Focus. Until the end of your next turn, every creature within 30 feet of you that casts a spell must succeed on a Constitution saving throw against your Null save DC or the spell fails and its action and slot or use are wasted. This technique can be used once per short or long rest.

Debuff Effect
Saving Throw: Constitution
Range: 30 feet
Target: creatures within 30 feet that cast spells
Duration: until the end of your next turn
Weave Shatter
Action 4 Null Focus, once per short or long rest Level 17
Range 30-foot radius centered on yourself
Target Every spell of 5th level or lower in the area and every creature in the area that has spell slots
Duration Instantaneous; spellcasting lock lasts until the end of the target's next turn
Movement None
Attack / Save Constitution saving throw against your Null save DC
Defense None

You slam null force into the ground and every spell in the room comes apart.

Rules Text:

As an action, spend 4 Null Focus. Every spell of 5th level or lower whose area or target lies within 30 feet of you ends immediately. Each creature within 30 feet that has spell slots must make a Constitution saving throw against your Null save DC; on a failure, it takes 6d8 force damage and cannot cast spells until the end of its next turn; on a success, it takes half damage and suffers no other effect. Once you use this technique, you cannot use it again until you finish a short or long rest.

Debuff Effect
Saving Throw: Constitution
Range: 30 feet
Target: creatures with spell slots within 30 feet
Damage: 6d8 force (None)
Conditions: cannot cast spells
Duration: until the end of the target's next turn; half damage on a success
Absolute Nullity
Bonus Action 4 Null Focus Level 18
Range Self
Target Self
Duration 1 minute
Movement None
Attack / Save None
Defense Resistance to damage from spells; immune to charmed, frightened, and possessed; untargetable by mind-reading

You become a walking absence of magic for a short, terrifying while.

Rules Text:

As a bonus action, spend 4 Null Focus. For 1 minute, you have resistance to damage from spells, you are immune to the charmed, frightened, and possessed conditions, your thoughts and emotions cannot be read by any means, and at the start of each of your turns you can end one spell of 5th level or lower currently affecting you. The effect ends early if you are incapacitated.

Buff Effect
Defense: resistance to damage from spells
Resource: Spend 4 Null Focus
Buff Effect
Target: Self
Conditions: immune to charmed, immune to frightened, immune to possessed
Duration: 1 minute
Mage's End
Action 4 Null Focus Level 19
Range Melee weapon reach
Target One creature within your reach
Duration Instantaneous; spellcasting lock lasts 1 minute (save ends)
Movement None
Attack / Save Melee weapon attack, then Constitution saving throw against your Null save DC
Defense None

The blow you have practiced your whole life: a single strike that ends a caster's art.

Rules Text:

As an action, spend 4 Null Focus and make one melee weapon attack against a creature. On a hit, the attack deals its normal damage plus 6d10 force damage, all spells currently affecting the target end, and the target must succeed on a Constitution saving throw against your Null save DC or be unable to cast spells for 1 minute. A creature affected this way can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Resource: Spend 4 Null Focus
Damage Effect
Range: Melee weapon reach
Target: the creature hit
Damage: 6d10 force (None)
Debuff Effect
Saving Throw: Constitution
Range: Melee weapon reach
Target: the creature hit
Conditions: cannot cast spells
Duration: 1 minute, repeat save at end of each turn
Final Severance
Action 5 Null Focus, once per long rest Level 20
Range 30 feet
Target One creature you can see within 30 feet that can cast spells
Duration Instantaneous; spellcasting lock lasts 1 hour on a failure, 1 minute of reduced casting on a success
Movement None
Attack / Save Constitution saving throw against your Null save DC
Defense On a successful save, the target's spell save DC is reduced by 2

You reach out and cut a spellcaster off from the weave entirely for a time.

Rules Text:

As an action, spend 5 Null Focus and choose one creature you can see within 30 feet that can cast spells. The creature must make a Constitution saving throw against your Null save DC. On a failure, it takes 10d10 force damage and cannot cast spells of 1st level or higher for 1 hour. On a success, it takes half damage and its spell attack rolls have disadvantage and its spell save DC is reduced by 2 for 1 minute. Once you use this technique, you cannot use it again until you finish a long rest.

Damage Effect
Saving Throw: Constitution
Range: 30 feet
Target: one creature within 30 feet that can cast spells
Damage: 10d10 force (half damage on a successful save)
Debuff Effect
Saving Throw: Constitution
Range: 30 feet
Target: the target creature
Conditions: cannot cast spells of 1st level or higher
Duration: 1 hour on a failure; 1 minute of reduced casting on a success

Class Progression

Primary Ruleset D&D 5e / SRD 5.1
Compatible Rulesets D&D 5e / SRD 5.1
Balance Notes The Spellbreaker is a d10 martial class using the fighter and paladin chassis as a benchmark, but trades spellcasting and heavy armor for anti-magic utility. Its Null Focus pool (5 points at 1st level, 9 at 20th, fully restored on a short rest) is comparable to a monk's ki or a battle master's superiority dice and gates every one of its stronger techniques. Its damage ceiling (Extra Attack plus Castigation Strike, Mage's End, and Final Severance) sits below a fighter's sustained output but spikes higher against spellcasters, and its defensive kit (Iron Mind, Warded Reflex, Spell Resistance, Absolute Nullity) is broadly comparable to a paladin's aura against magic while remaining useless against a mundane axe. Outside combat it is a tracker and a lie-detector rather than a face or a caster, so it never steps on the rogue, bard, or wizard's toes. It has no spell slots, no concentration-based buffs for allies, and no healing, which keeps it firmly in the martial tier.
Level Prof. Features Resources Spell Slots
1 +2 Null Focus, Null Techniques (3 known), Mage-Scent, Sense the Weave Null Focus: 5 Null Die: 1d6 -
2 +2 Iron Mind Null Focus: 5 Null Die: 1d6 -
3 +2 Spellbreaker Discipline, Discipline Feature, Dispelling Strikes Null Focus: 5 Null Die: 1d6 -
4 +2 Ability Score Improvement, Null Technique Null Focus: 5 Null Die: 1d6 -
5 +3 Extra Attack, Warded Reflex, Null Technique (4 known) Null Focus: 6 Null Die: 1d8 -
6 +3 Null Focus: 6 Null Die: 1d8 -
7 +3 Unbroken Will, Discipline Feature Null Focus: 6 Null Die: 1d8 -
8 +3 Ability Score Improvement Null Focus: 6 Null Die: 1d8 -
9 +4 Improved Null Focus, Null Technique (5 known) Null Focus: 7 Null Die: 1d10 -
10 +4 Null Focus: 7 Null Die: 1d10 -
11 +4 Severed Weave Field, Discipline Feature Null Focus: 7 Null Die: 1d10 -
12 +4 Ability Score Improvement Null Focus: 7 Null Die: 1d10 -
13 +5 Null Technique (6 known) Null Focus: 8 Null Die: 1d12 -
14 +5 Spell Resistance Null Focus: 8 Null Die: 1d12 -
15 +5 Discipline Feature Null Focus: 8 Null Die: 1d12 -
16 +5 Ability Score Improvement Null Focus: 8 Null Die: 1d12 -
17 +6 Null Technique (7 known) Null Focus: 9 Null Die: 2d12 (take the higher) -
18 +6 Null Cascade, Discipline Feature Null Focus: 9 Null Die: 2d12 (take the higher) -
19 +6 Ability Score Improvement Null Focus: 9 Null Die: 2d12 (take the higher) -
20 +6 Weave Severer Null Focus: 9 Null Die: 2d12 (take the higher) -

Class Features

Null Focus (Level 1)

You learn to gather and expend a reservoir of personal, non-magical resistance called Null Focus. You have a maximum number of Null Focus points equal to 3 + your proficiency bonus (5 at levels 1-4, 6 at 5-8, 7 at 9-12, 8 at 13-16, 9 at 17-20). You regain all expended Null Focus when you finish a short or long rest. Some of your techniques use your Null Die, which is a d6 at 1st level, a d8 at 5th, a d10 at 9th, a d12 at 13th, and at 17th level you roll two Null Dice and use the higher result. Your Null save DC equals 8 + your proficiency bonus + your Wisdom modifier. The Null save DC applies to every Spellbreaker technique, discipline feature, and class feature that forces a saving throw. Additionally, you know three Null Techniques of your choice from the Spellbreaker technique list, and you learn one additional Null Technique at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class you can replace one Null Technique you know with another one for which you qualify.

Mage-Scent (Level 1)

You can taste and smell magic the way a hound scents blood. You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks made to notice the presence of magic, to identify a creature as a spellcaster, or to locate a place where a spell was cast within the past 24 hours. You automatically sense when a creature you can see within 30 feet of you can cast spells of 1st level or higher, and when a creature within 30 feet of you is currently under the effect of a spell (though not the spell's identity). This sense is not magical; it is a trained physical response to the pressure and residue of the weave.

Sense the Weave (Level 1)

As an action, you can open your senses to the weave and read the threads of magic around you. Until the end of your next turn, you learn the number, spell level, and school of every active spell effect within 60 feet of you, and which creature or object each effect is attached to. You also learn the highest-level spell slot any creature you can see within 60 feet possesses. You have advantage on saving throws against illusions. You can use this sense a number of times equal to your Wisdom modifier (minimum 1) per long rest.

Iron Mind (Level 2)

Your mind is a walled fortress. You have advantage on saving throws against spells and magical effects. Once per turn, when you fail a saving throw against a spell or magical effect, you can spend 1 Null Focus to reroll the save and must use the new roll. At 9th level you also add a +1 bonus to saving throws against spells; this bonus increases to +2 at 17th level.

Spellbreaker Discipline (Level 3)

At 3rd level you choose a discipline: Order of the Severed Weave, Iron Inquisitor, or Quiet Ward. Your discipline grants features at 3rd, 7th, 11th, 15th, and 18th level. These features are non-magical techniques and disciplines, never spells, and cannot be dispelled, counterspelled, or detected by magic.

Dispelling Strikes (Level 3)

Once per turn when you hit a creature with a weapon attack, you can attempt to tear a spell off it at no cost. If the creature is affected by a spell of 1st level or lower, that spell ends. If the creature is affected by a spell of 2nd level or higher, you can instead make a dispelling check: d20 + your proficiency bonus + your Constitution modifier against DC 10 + the spell's level. On a success, the spell ends. At 9th level the free automatic severing limit becomes 2nd level or lower; at 17th level it becomes 3rd level or lower. This feature never fails against your own class features, since they are not spells.

Extra Attack (Level 5)

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

Warded Reflex (Level 5)

When a spell or magical effect damages you or forces you to make a saving throw, you can use your reaction to brace against the weave. Reduce the damage dealt to you by your Null Die + your Wisdom modifier (minimum reduction of 1), or add your Null Die to the saving throw you are about to make. You can use this feature a number of times equal to your proficiency bonus per long rest, and you regain one expended use when you finish a short rest.

Unbroken Will (Level 7)

You are immune to the charmed and frightened conditions when they are caused by a spell or magical effect. Your thoughts, emotions, and memories cannot be read by magic, and magic cannot detect your location unless you allow it. If a spell or effect would force you to act against your will, you are unaffected by that compulsion.

Improved Null Focus (Level 9)

Your command of null force deepens. Your Null Die becomes a d10 (a d12 at 13th level, and at 17th level you roll two Null Dice and use the higher result). In addition, when you roll initiative and have no Null Focus remaining, you immediately regain 2 Null Focus. You can also spend 2 Null Focus at the start of your turn to end one spell of 2nd level or lower currently affecting you.

Severed Weave Field (Level 11)

While you are conscious, you project a 10-foot-radius null field centered on yourself. Creatures of your choice inside the field have disadvantage on Constitution saving throws made to maintain concentration and on spell attack rolls. You can suppress or resume the field as a bonus action. At 17th level the radius increases to 20 feet. The field is a non-magical pressure of null force; it cannot be dispelled, and it does not prevent your allies from casting, though it hinders concentration.

Spell Resistance (Level 14)

You have resistance to damage dealt by spells. When you succeed on a saving throw against a spell that deals damage on a failed save and half damage on a successful one, you instead take no damage.

Null Cascade (Level 18)

When you use your Warded Reflex feature, your Null Parry technique, or succeed on a saving throw against a spell cast by a creature within your reach, you can immediately make one weapon attack against that caster as part of the same reaction. If the attack hits, the caster must succeed on a Constitution saving throw against your Null save DC or the spell it was casting fails and its action is wasted.

Weave Severer (Level 20)

Once per long rest, as an action, you can spend 5 Null Focus to become a living tear in the weave for 1 minute. While transformed in this way: you have advantage on all saving throws; spell attacks against you are made with disadvantage; every spell of 5th level or lower whose effect includes an area within 30 feet of you is suppressed while you remain in the area; and once per turn, when you hit a creature with a weapon attack, every spell effect currently on that creature ends. You cannot cast spells during this time (you have no spellcasting to lose), and you take on a visible shimmer of warped, colorless air.

Resource Cost: 5 Null Focus, once per long rest

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