And because I got bored, I made this homebrew class: [Hider=Arcane Warden Class] *Hit Dice:* 1d10 *Proficiencies:* Armor: All armor, shields Weapons: Simple and martial weapons Saving Throws: Strength, Constitution Skills: Choose two from Arcana, Investigation, Perception, Survival **Arcane Warden Abilities** 1. **Divine Resistance:** At 1st level, you gain advantage on saving throws against spells and magical effects. Additionally, you have a pool of Disruption Points equal to 5. You can spend Disruption Points to fuel your anti-magic abilities. 2. **Holy Retribution:** Starting at 2nd level, your weapon attacks deal additional damage to creatures that are affected by spells or magical effects. When you hit a creature that is concentrating on a spell, you can expend 1 Disruption Point to deal extra radiant damage equal to your proficiency bonus. 3. **Dispel Magic:** At 3rd level, you can expend 1 Disruption Point to cast *Dispel Magic* as a reaction when a creature within 30 feet of you casts a spell. 4. **Champion's Strike:** Starting at 6th level, when you hit a creature with a weapon attack, you can expend 2 Disruption Points to unleash a powerful attack that disrupts magic. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or have any magical effects they are concentrating on be immediately dispelled. 5. **Rallying Cry:** At 9th level, you can expend 3 Disruption Points to use *Mass Cure Wounds* as a bonus action, healing yourself and allies within 30 feet of you. 6. **Arcane Cleansing:** At 10th level, you can expend all of your Disruption Points to create an area of anti-magic around you in a 2-meter radius. All spells and magical effects within this area are suppressed for 1 minute. **Disruption Points Regeneration:** You regain 1 Disruption Point after a short rest or all Disruption Points after a long rest. **Arcane Warden Feats** *Level 4 Feat*: **Radiant Aura:** You can spend 1 Disruption Point to emit a radiant aura, causing enemies within 10 feet of you to have disadvantage on their next saving throw against a spell or magical effect. *Level 8 Feat*: **Purifying Strike:** When you use Champion's Strike, you can also remove one curse or magical effect from the target on a failed saving throw. *Level 12 Feat*: **Vow of Purity:** When you use Arcane Cleansing, you can expend an additional Disruption Point to extend the suppression radius to 5 meters and also remove magical effects from yourself and allies. [Hider=Subclasses] [Hider=**Subclass: Warden of the Veil**] The Warden of the Veil focuses on creating zones of anti-magic and controlling the battlefield by disrupting magic in specific areas. **Enhanced Disruption (3rd Level):** Your mastery over anti-magic grows stronger. Your maximum Disruption Points increase by 2. Additionally, when you use a feature that expends Disruption Points, you can choose to spend an additional point to increase the effect. For example, you can spend an extra point when using Zone of Suppression to extend its duration by 2 minutes, or an extra point when using Veilbreaker to increase its radius to 20 feet. **Zone of Suppression (7th Level):** When you use your Arcane Cleansing ability, you can choose to spend 1 additional Disruption Point to extend the suppression effect for an additional minute. Creatures within the area have disadvantage on spell attack rolls and must make concentration saving throws at disadvantage. **Disruptive Aura (10th Level):** You emit an aura of anti-magic around you. Creatures within 10 feet of you have disadvantage on spell attack rolls and must make concentration saving throws at disadvantage. Allies within this aura gain advantage on saving throws against spells and magical effects. **Veilbreaker (14th Level):** You gain the ability to create a focused zone of anti-magic. As an action, you can expend 3 Disruption Points to create a 10-foot radius sphere of suppressed magic centered on a point within 60 feet of you. Spells and magical effects within this zone are dispelled, and concentration is broken for any affected creatures. The zone lasts for 1 minute. [/hider] [Hider=**Subclass: Rune Enforcer**] The Rune Enforcer delves into the art of inscribing protective runes and glyphs that disrupt magic and enhance your anti-magic abilities. **Rune Mastery (3rd Level):** You gain proficiency with calligrapher's supplies. During a short rest, you can inscribe a number of runes equal to your proficiency bonus on non-magical items. You can expend 1 Disruption Point to activate a rune on a creature or object within 5 feet of you, granting you an effect based on the type of rune inscribed. **Disruptive Glyph (7th Level):** As an action, you can expend 2 Disruption Points to inscribe a disruptive glyph on the ground. The glyph covers a 10-foot square and lasts for 1 minute. Creatures within the glyph's area have disadvantage on spell attack rolls and must make concentration saving throws at disadvantage. **Runic Amplification (10th Level):** When you use your Dispel Magic ability, you can expend 3 Disruption Points to infuse the dispelling energy with runes. The dispelled creature or magical effect cannot be restored by magic for 1 minute. **Rune Warding (14th Level):** Your mastery over runes is unparalleled. When you activate a rune using your Rune Mastery feature, you can choose to expend 1 extra Disruption Point to enhance the rune's effect. For example, you can grant yourself temporary hit points equal to your Arcane Warden level when activating a defensive rune. [/hider] [Hider=**Subclass: Arcane Adversary**] The Arcane Adversary focuses on countering the abilities of magical races and creatures, using their anti-magic prowess to disrupt and nullify their magical traits. **Racial Suppression (3rd Level):** You gain specialized knowledge about the magical abilities of various races and creatures. Choose one type of magical race or creature (e.g., dragons, fey, undead, etc.). You gain advantage on saving throws against spells and abilities of that type, and you can expend 1 Disruption Point to impose disadvantage on saving throws made by creatures of that type within 30 feet of you. **Ethereal Disruption (7th Level):** You gain the ability to disrupt the ethereal plane, making it harder for ethereal creatures to manifest in the material plane. As an action, you can expend 2 Disruption Points to create an anti-magic aura in a 15-foot cone originating from you. Ethereal creatures entering or starting their turn in this area must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be forced out of the Material Plane and return to the Ethereal Plane. **Magic Nullification (10th Level):** Your mastery over anti-magic expands. When you use your Arcane Cleansing ability, you can choose to expend 3 Disruption Points to extend the suppression effect to a 5-meter radius. In this zone, magical creatures' abilities and magical effects are suppressed, and they have disadvantage on saving throws against spells and abilities. **Counter Enchantment (14th Level):** You gain the ability to counter enchantments and control over your own anti-magic aura. When a magical effect or spell targets you or a creature within your Disruptive Aura, you can use your reaction and expend 2 Disruption Points to attempt to dispel the effect. If the effect is an enchantment, it has a 50% chance of being dispelled. [/hider] [Hider=**Subclass: Artificer's Bane**] The Artificer's Bane focuses on neutralizing magical items, devices, and technology through their anti-magic prowess. **Magitech Disruption (3rd Level):** You gain a deep understanding of magical items, devices, and technology. When you expend Disruption Points to use an anti-magic ability, you can choose to target a magical item or device instead of a creature. The targeted item must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or have its magical properties suppressed for 1 minute. **Arcane Sabotage (7th Level):** You gain the ability to sabotage magical devices with precision. As an action, you can expend 2 Disruption Points to touch a magical item or device. The item must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be rendered non-functional for 1 minute. **Nullifying Grasp (10th Level):** Your mastery over anti-magic extends to touch. When you hit a creature with a melee weapon attack, you can expend 3 Disruption Points to impose a Nullifying Grasp. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be unable to use magical abilities or items for 1 round. **Lasting Disruption (14th Level):** You can permanently disable a single magical item or construct with your anti-magic energy. As an action, you can expend 5 Disruption Points to focus your anti-magic energy on a single target. The target item or construct must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or have its magical properties suppressed permanently. Constructs affected by this feature are also stunned for 1 minute. [/hider] [/hider][/hider] Criticism is always welcome 😊 And I'm currently working on a Jack of all trades type of class. Just trying to make it balanced.