Knight Anti-magic (5e Class)

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Knight of Antimagic[edit]

<!-Introduction Leader->[edit]

Creating a Knight Anti-magic[edit]


Quick Build

You can make a Knight Anti-magic quickly by following these suggestions. First, <Strength> should be your highest ability score, followed by <Constitution>. Second, choose the <Acolyte> background. Third, choose <Hide Armor and a Battle axe or Great sword>

Class Features

As a Knight Antimagic you gain the following class features.

Hit Points

Hit Dice: 1d12 per Knight Antimagic level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Knight Antimagic level after 1st

Proficiencies

Armor: Light armor, medium armor and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Arcana, Athletics, Acrobatics, Intimidation, Investigation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Knight Antimagic

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense
2nd +2 Fighting Style, Action Surge,
3rd +2 Anti-magic Aspect, Shield Bypass
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Knight of Anti-magic Archetype Feature
7th +3 Anti magic arm
8th +3 Ability Score Improvement
9th +4
10th +4 Knight of Anti-magic Archetype Feature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Knight of Anti-magic Archetype Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Anti Magic Armor

Unarmored Defense[edit]

At 1st level, when not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Demonic Rage[edit]

Bonus Action; cannot be wearing heavy armor.

Advantage in Strength Tests and Strength Tests.

Melee attack with Strength gains damage as per the table.

Resistance to concussion damage, sharp and piercing.

Cannot cast spells or focus on them. Lasts 5 minutes. It ends if you become unconscious. Recovers all uses with long rest.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hacker

When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You can use this ability once per turn.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Slammer

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Action Surge[edit]

At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take on additional action on top of your regular action and a possible bonus action. You can use this feature twice per long rest before you can use this again. Starting at 17th level you can use it 4 times per long rest, but only once on the same turn.

Demonic Transformation[edit]

At 2nd level, you can use a bonus action to unleash the anti magic inside you, causing half of your body to be covered with anti magic. Your transformation lasts 5 minutes or until you complete it with a bonus action. During it, you have a flying speed of 60 feet, and in each of your turns you can deal extra damage to a creature. The extra damage is equal to your level + 2d8. After using this feature, you cannot use it again until you have finished a long rest.

Anti magic

is used to activate certain abilities. If the ability calls for a saving throw, the DC is calculated like this: DC resist anti magic = 8 + proficiency bonus + charisma mod.

Anti-magic Aspect[edit]

At 3rd level, your connection to anti-magic is starting to affect your physiology. You gain resistance to the damage caused by spells.

Knight of Anti-Magic Archetype[edit]

At 3rd level, you'll only have one Archetype that's a spell destroyer, next. you gain resources at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once during the attack action on your turn

Anti-magic Strike[edit]

At 6th level, your weapon attacks deal damage to magical creatures, for the purpose of overcoming immunities and resistances to non-magical attacks and damage.

Anti magic arm[edit]

At 7th level, this arm gives you the ability to transform any magic weapon you touch into an anti-magic weapon, the weapon takes on a rusty appearance and retains all of the old features. In addition, the weapon gains new unique properties, decided by the master, it can be kept in your book.

Anti-Magic Field[edit]

At 17th level, using an action you create a black, 30-foot radius, anti-magic sphere that surrounds you. This area is separate from the magical energy that spreads across the multiverse. Within the sphere, spells cannot be cast, summoned creatures disappear, and even magic items become mundane. This lasts 1 hour, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by artifacts or deities, are suppressed in the sphere and cannot enter it. A space spent to cast a suppressed spell is consumed.

As long as the effect is suppressed, it doesn't work, but the time it remains suppressed is deducted from its duration. Target Effects. Spells and other magical effects, such as magic missile and bewitching people, that are used on a creature or object within the sphere have no effect on the target.

Areas of Magic. The area of ​​another spell or

magic effect, like a fireball, does not extend into the sphere. If the sphere overlaps a magic area, the part of the area covered by the wait is suppressed. For example, teas created by a wall of fire will be suppressed within the sphere, creating an opening in the wall if the overlap is large enough.

Spells. Any active spells or other magical effects on a creature or object within the sphere are suppressed as long as the creature or object remains within it.

Magic Items. The properties and powers of magic items are suppressed within the sphere. For example, a +1 longsword inside the sphere works like a non-magical sword. A magic weapon's properties and powers are suppressed if it is used against a target within the sphere or wielded by an attacker within the sphere. If a magic weapon or magic ammunition leaves the sphere completely (for example, if you fire a magic arrow or throw a magic spear and a target outside the sphere), the item's magic is no longer suppressed as soon as it leaves the sphere.

Magical Journey. Teleportation and planar travel do not work within the sphere, whether the sphere is the destination or the starting point for such magical journeys. A portal to another place, world or plane of existence, as well as an open extradimensional space like the one created.

Creatures and Objects. A creature or object summoned or created through magic temporarily disappears from existence within the sphere. Such creatures instantly appear when the space occupied by the creature is no longer inside the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect under sphere. Likewise, spheres created by different antimagic field spells do not counter each other. Can use again after a long rest.

Anti Magic Armor[edit]

At 20th level, you are now able to make anti-magic armor, giving Immunity to magic damage, any resonance checks you make against magical effects automatically succeed, enemies automatically fail against your saving throws, your attacks ignore magical resistances and immunities. In addition, your attacks deal 2d8 extra damage. Your speed increases by 60 meters and you can fly 150 meters, this lasts 5 minutes, you can use this resource again after finishing a long rest.

Knight of Anti-magic Archetypes[edit]

Shield Bypass[edit]

At 3rd level your attacks with your, Demon Slaying, Devil Home, or Demon Destroyer swords negates any AC levels increased by spell casting Ex. Shield and Shield of Faith.


Anti Magic Book

on the third level you can summon a book with a bonus action and with it you can draw up to four anti magic swords one or two at a time. If a creature holds any of its swords, it loses spell slots from highest to lowest in each of its turns.

demon slaying sword

this sword for being very rigid and large has the ability to bounce spells directed at you. On a hit with this weapon you can choose a creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For every 4th-level or higher spell on the target, make an ability check using your anti-spell ability. DC equals 10 + spell level. If successful, the spell ends. Reflect Spell (Reaction) When you are the target of a ranged magic attack and the spell's attack roll succeeds, you can make an attack against the ranged spell against the caster. On success, the attack is reflected and the caster takes all damage from the spell. Calculate magic damage resistance normally for the reflected spell.

(Attack 1d12 +1 with both hands) (Attack 1d10 +1 with one hand).


devil's home sword

this second sword has the ability to release Anti-Magic projected cuts, this allows this weapon to cut spells from a distance without too many problems. Furthermore, with this sword you can also absorb spells from your opponents  around you, thus allowing you to release cuts containing magical attributes.

(Attack 1d10 +1 with both hands) (Attack 1d8+1 with one hand).


Demon Destroyer Sword

this sword has an ability known as Causality Destruction, and can absorb and remove the aftereffects of a spell.

With one touch of this weapon, all curses affecting a creature or object end. If the object is a cursed magic item, its curse persists, but the spell breaks the wearer's attunement to the object, thus allowing him to remove or discard.

(Attack 1d10 +1 with both hands) (Attack 1d8+1 with one hand).

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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