Witch Knight (Zamanora)

Subclass of Fighter

Zamanora: Ballad of the Witch p. 82 (Homebrew)

Level
3

Description

Often witnessed on the fringes of civilization, where dark magic and nightmarish beasts run rampant, Witch Knights are formidable warriors who pit steel against sorcery with astonishing results. These mystical warriors are frequently imbued with protective enchantments by powerful spellcasters, acting as their loyal agents and bodyguards. In other instances, Witch Knights gain their supernatural abilities through sheer will and resilience, forged in the crucible of harrowing encounters with malevolent spirits and occult rituals. Regardless of their origin, few can match their ability to nullify the presence of magic.

Traits

Studied Blade Nivel 3

You learn how to combat the arcane and its progeny. You become proficient in Intelligence (Arcana) if you are not already. Furthermore, creatures that cast spells while within your reach, provoke Opportunity Attacks from you.

Spell Ward Nivel 3

Your skin becomes resistant to the effects of devastating magic. You gain Resistance to damage from spells and other magical effects. In addition, at 6th level, you gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice).

Weave Cleaver Nivel 7

You gain the ability to tear magic asunder. Once per turn, when you hit a target with your weapon, you can cast the Dispel Magic spell as part of the attack, using your attack modifier for the check. Similarly, when a creature within 60 feet of you casts a spell, you can use your Reaction to cast the Counterspell spell. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of this ability when you finish a Long Rest.

Spellbound Infusion Nivel 10

When the adrenaline flows, your body can use spells to push itself further. When you successfully save against a spell or other magical effect during an encounter, you regain a usage of your Action Surge. You can use this feature once per day.

Witch Knight Ascension Nivel 15

Your adeptness to combat spells reaches new heights. You always add your Proficiency Bonus on saving throws against spells and other magical effects, and you are always under the effects of the Nondetection spell. Finally, when you successfully use Weave Cleaver to counter a spell that targets a single creature, you can choose to reflect the effect back to its caster. The caster must make a saving throw against their own spell save DC. On a failed save, they suffer the effects of their spell as if they were the original target.

Disjunction Strike Nivel 18

You can temporarily sever a spellcaster's connection to magic. Once per turn, when you hit a target with your weapon, you can force them to make a Concentration check against a DC of 10 or half the damage they take (whichever number is higher). On failure, the target cannot cast spells until the end of their next turn. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of this ability when you finish a Long Rest.