Spellbreakers dedicate their lives to hunting mages and magical creatures. Though all rangers are skilled at tracking and regularly fight creatures with magical power, spellbreakers focus on hampering or outright disabling the magical abilities of their foes. Some are zealots who hate or fear magic, but most spellbreakers only hunt mages or magical creatures who get out of control or threaten innocents.
Level 3
Spellbreaker Extra Prepared Spells
When you reach certain levels as a ranger, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of ranger spells have prepared.
| Ranger Level | Extra Spells |
|---|---|
| 3 | Detect Magic, Identify |
| 5 | Knock, See Invisibility |
| 9 | Intercession, Protection From Curses |
| 13 | Arcane Eye, Banishment |
| 17 | Break Enchantment, Greater Restoration |
Spellbreaker: Magic Shackles
Your magic drains the magic from your target and slows their movement.
Once Per Turn – 1 Creature (120 ft.) – 1 Minute – Magical
Trigger: You damage a creature who you have marked with Mark for Death.
Constitution Save
- Failure: Target takes 1d6 force damage*, their speed is halved, and they are siphoned. Target rolls again at end of their turns, ending effect on success.
- Success: Target takes 1d6 force damage.
*At level 11, this damage increases to 1d12.
Level 6
Spellbreaker: Cleanse Magic
Bonus Action – 1 Creature (60 ft.) – 3/Long Rest – Magical
- Dispel a magical effect of your choice (or a random magical effect) from your target. The chosen magical effect can be:
- Any ongoing effect from a non-spell ability that is magical.
- A spell of a spell level you can cast (so if you are high enough level to cast level 3 spells, you can dispel effects from spells of 3rd level or lower).
- If the target spell is of a higher level than you can cast, roll a wisdom ability check (1d20 + your wisdom modifier). The DC for this check is 10 + the spell’s level. Rolling a 20 always succeeds.
- You end the spell or magical effect for all affected creatures. If a creature used the same spell or magical effect more than once, you only end one instance of the effect.
- You cannot dispel permanent magical effects or permanent spells (like Arcane Lock) or the effects of an instantaneous spell (like Druidcraft). You also cannot dispel curses.
Level 11
Spellbreaker: Improved Magic Shackles
Your Magic Shackles feature now deals 1d12 force damage, rather than 1d6.
Spellbreaker: Rend Magic
Your magic blasts a creature, ripping away their connection to mana.
No Action Cost – 1 Creature (120 ft.) – 1 Minute – 1/Short Rest – Magical
Trigger: A creature fails their save against Magic Shackles.
For the duration of the Magic Shackles effect:
- Target is blinded.
- Target cannot cast a spell requiring concentration and loses concentration if they were concentrating.
- Target becomes unable to teleport.
Level 14
Spellbreaker: Spell Shield
You have resistance to all damage from spells (and so take half damage). This ability does not stack with resistance to any specific damage type.