The Spell Jammer

Warforged are generally content being warriors and labourers, perhaps to feel slightly human. But for the ones who truly understand battle, they know that keeping a razors edge on any blade is meaningless without first sharpening the mind.

What Spell Jamming Is

Spell Jamming is the pinnacle of magical advancements, allowing magic to be dispelled in the blink of an eye. Such abilities are only possible to those with inhuman reflexes and reactions which is why this art is solely seen in a rare few Warforged.

Magical Sensitivity

At 1st level your mechanical mind and magically sensitive being become much more sensitive than any biological brain.

You gain the ability to read any spell you can see the somatic components of.

Counter Casting

Your above humanoid reaction speed also allows you to cast a specific counter spell to disrupt an enemies magic.

Also at 1st level you gain the ability to prevent an enemy from casting a spell you know.

This ability also uses the same spell slot the enemy is using.

This ability is only effective within the range of the appropriate spell.

RAM-Cast

At 6th level, once per day you can use your enhanced memory to memorise and cast a spell by effectivly carving the sigils in your mind.

You may use this effect for any spell if that spell does not target specific creatures and is part of your known spells and takes a bonus action.

This effect is centered on yourself.

DM Discretion Depending on the leniency of your DM this effect may be allowed to function within a silenced zone.

Sigil Disruption

At 14th level, your reactions and accuratly allow you to target enemy spells more accurately.

You can create a short range magic disruption within 15ft that can knock your opponents sigils out of alignment.

You must roll a ranged attack with a DC: Targets AC + Spell Level.

This ability does not cost a reaction but you only have one use of this until 16th level, you then gain an additional use at 18th and 20th level.

Override

At 18th level, your ability to read and understand magic becomes so great, you can recreate the magic keeping your chassis running. After spending 8 hours inactive you can keep a copy of your currrent state stored, allowing for you to override your damaged body in the midst of battle.

This ability refills only your HP as long as you have your previous body saved.

You delete this state after 24 hours.

This ability takes a full action and consumes your 9th level spell slot.