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Spellbreaker Evoker

Origins

The Spellbreaker Evokers are the descendants of an ancient order known as the "Spellbreakers" who were trained by silver and gold dragons to counteract the dark magics that threatened the realms. These dragons imparted a fragment of their innate magic resistance to the Wardens, who later evolved into the Spellbreakers.


History

For centuries, Spellbreakers have been the bane of rogue spellcasters and dark sorcerers. They played a crucial role in the Mage Wars of Alavir, where their abilities turned the tide against the corrupt Arcanists. Their history is filled with tales of single Spellbreakers dispelling entire storms of dark magic.


Bonds

Spellbreakers often form close bonds with the dragons who trained their ancestors. They also have a strong sense of duty towards the Kingdom of Alavir, often serving as magical bodyguards to royalty or as elite soldiers in the army.


Role in Alavir

In Alavir, Spellbreakers are both respected and feared. Their unique abilities make them invaluable in conflicts involving magic. They are often consulted when magical barriers or curses need to be broken, and they serve as the last line of defense against magical threats.


Thought-Provoking Questions

  1. The Ethical Dilemma: How do Spellbreakers decide when to use their potent abilities, given that they can effectively silence any spellcaster?
  2. Guardians of Magic: Do Spellbreakers see themselves as protectors of magic or as its regulators?
  3. The Dragon Connection: How do modern Spellbreakers maintain their ancient bonds with dragons, and what role do these dragons play in their training and abilities?

Spellbreaker Evoker Features

Level 1

Arcane Resistance

At 1st level, you gain +1 to all saving throws. In addition, when you are subjected to a spell or effect that allows you to make a saving throw, you take no damage if you succeed on the saving throw, and only 80% damage if you fail.


When you cast a spell, you can make an Athletics skill check (once per round).


The feature increases by 1 when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).


The feature's resistance increases by 15% when you reach 6th level (65%), 10th level (50%), 14th level (35%), and 18th level (20%).

Level 3

Magebane

At 3rd level, your weapon attacks are infused with anti magical properties. When you hit a creature with a weapon attack, reduce their saving throws by 1, and gain 1 spell point. If the creature you attack has spell points they lose 1.


The feature increases by 1 when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).

Level 7

Echo Spell

At 7th level, when a spell is cast within 60 feet of you, you can target another creature within 60 feet of you and cast the spell again as a reaction.


๏ปฟThis consumes equal number of spell points used by the caster and your spell ends when the caster's concentration ends.

Level 11

Nullifying Aura

At 11th level, creatures within 5 feet of you cannot cast spells. In addition, your attacks ignore temporary hit points.

Level 15

Arcane Charged Weapon

At 15th level, whenever a creature within 240 feet of you casts a leveled spell gain +1 to your next weapon attack and damage roll, this effect stacks with itself.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


The Rune Blade: Item enhancement. Allows you to enchant a melee weapon you are holding to use elemental damage. You can use this enchantment only on one weapon at time.

Heavy Armor
Cloak
Greatsword

Blunderbuss

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