Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Spell Breaker

A wizened High Elf readies themself to rain fire upon a band of Orcs. Defeating a cluster of warriors would be a trivial matter taking only seconds, but the moment they began their arcane gestures a metal ball was hurled from amidst the invaders onto the ground before the Elf, blasting apart in a blinding, deafening burst of light and sound, sending the Wizard into a daze while out from the horde came a very lean-built member of the warband, rushing down the magician with a scimitar in hand.

A Drow peddler had purchased escort through the Underdark from a lone Human, clad in leathers. Not 2 kilometers from civilization, several crawling brains had sprung out from their hiding places into the torchlight towards the frightened merchant, seeking to steal their body, only for each and every assailant to be nearly split in half in the midst of their leap with a few cracks of the Human's whip.

Exterminators cornered a wandering Phase Spider which made itself a town menace. Before the killing blow could be dealt by those it's close quarters attackers, the spider's legs began to spring it into an ethereal jaunt. The next thing the party knew, the spider was dead, pinned to the wall with a crossbow bolt fired from the back ranks.

In direct response to the dangerous, magic-suffused world they live in, Spell Breakers (also known as Mage Busters, Monster Hunters, and Myth Slayers) have risen from amongst the common folk, conditioning their bodies to their pinnacle in order to combat Supernatural threats. Some develop independently or as members of guilds, others are members of a settlement's special law enforcement corps. What they all share in common is a capacity to face down forces arcane, divine, and extraplanar with frightening expertise.

Bonus Proficiency

When you select this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Sleight of Hand, Perception, Arcana, Investigation. Alternatively, you can gain proficiency in Alchemist’s Supplies.

Countermeasures

Starting at 3rd level, the grueling training and conditioning you have underwent to become a combatant to the anomalous has borne fruit, causing you to become like a hair-trigger waiting to spring upon the sight of magic in all its forms. When a creature that you can see attempts to use a magical ability you can use your reaction to take one of three actions: Move up to Half your Speed (rounded to the nearest five), Use an Attack, Use an Object. This reaction occurs before the trigger is resolved.

Trick of the Trade

Starting at 3rd level you learn one of the hallmarks of your profession: the secret of producing Flash Shot, the spherical pellets Spell Breakers have become famous for assailing their opponents with.

As a reflection of this achievement you have created 2 shots, which are kept so securely on your person that they cannot be stolen, and because of the severe conditioning commonly underwent by those of your creed, you are Firmly unwilling to Sell/Give them or the formula away. Every long rest you can regain any lost Flash Shot attained through this feature. (At 5th level this feature grants you a total of 3 Flash Shot; at 9th, it grants 4; at 14th, it grants 5; at 17th it grants 6)

Flash Shot Common Wondrous Item. You can forgo one of your Attacks or use an Action to hurl this item at a point on the ground (or a creature) within 30 feet of you. The ball bursts on impact and the target must make a Constitution saving throw (DC 8 + Dex + Proficiency) or be stunned until the start of your next turn.

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Silencer's Blitz

Starting at 7th level, you have refined your movement techniques to better evade and close distance with your quarry. While you are not wearing Heavy Armor, you can use your Countermeasures reaction to move up to your full Speed a number of times equal to your Constitution modifier.

Additionally, if you land an attack on a creature whom is using a spell, regardless of casting time, you can force them to make a Concentration check or fail the action (but keep the Spell slot). You can use this feature a number of times equal to a third of your level in this class (rounded down). You regain all uses of both of these features when you finish a long rest.

Spell Calloused

Starting at 10th level, after facing off against magic for so long, your body has become acclimated enough to shrug off magical assaults that would ravage others. You have advantage on saving throws against spells and magical effects.

Reactionary

Beginning at 15th Level, your body has reached a point of perfect synchronization with your highly refined senses, allowing you to deal with multiple sources of magic one after another. You can take one Reaction on Every turn in Combat that can only be used for your Countermeasures feature.