Ward Breaker (5e Feat)
From D&D Wiki
Prerequisites: Intelligence 13 or higher
You have learned to impart minor magic into your weapon attacks, undercutting the defenses of your foes. When you successfully make a weapon attack, you may choose to perform a Ward Break. When a creature is the target of a Ward Break, they must make a Wisdom saving throw. (DC= 8 + Your Proficiency Bonus + Your Intelligence Modifier) On a failure, the target of your Ward Break takes force damage equal to your Intelligence modifier and may not apply their proficiency bonus to any saving throws until the end of your next turn. If the target of your Ward Break succeeds on the initial saving throw, your use of this feature is not consumed. Once a creature has failed to defend against your Ward Break, you may not perform another until you complete a long or short rest.