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Forsaker (3.5e Class)

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Spell Breaker

Adopted By
Mua'dib (talk)
Original Creator: STDoc
Date Created: September 26, 2009
Status: Complete
Editing: Mua'dib
Balance: Rogue

Summary: A Magic Spell Breaker Warrior who specialises in defeating Spell casters and Destroying Magic Items. He relies on quick wits, quicker reflexes, and sturdy fortitude and a might will to protect himself from the twisted corruption that is Magic.

Length: {{{len}}} levels; minimum level: {{{minlvl}}}.

The Spell BreakerEdit

What's the difference between an Apple, and an Evil Wizard? I don't smash all of the Apple's possessions before I eat him! Bahaha!
—Krom, Half-Orc Spell Breaker, Overheard in a Tavern.

What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Spell Breaker would say.

A Warrior who abhors the use of any sort of Magic, the Spell Breaker relies on his quick wits and quicker reflexes to see him through the day. The Spell Breaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Spell Breaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Spell Breaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"

Becoming a Spell BreakerEdit

Most Characters become Spell Breakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.

Entry Requirements
Weapon and Armour Proficiency: A Spell Breaker is only proficient with his signature weapons.(see Text)
Alignment: Cannot be Lawful or True Neutral A Spell Breaker abhors magic so much that regardless of who is using magic, a priest or demon, he does not approve and will not support the use of magic. A Spell Breaker understands a priest is good and a demon is bad but, will not condone the use of magic either way. Because of this a Spell Breaker cannot be lawful. His life will tend to be a chaotic life. However, neutral Spell Breakers are not unheard of, although, they never have a neutral standing when it comes to magic or the like. So true neutrality is impossible. If a Spell Breaker becomes lawful or true neutral he can no longer level in the Spell Breaker class and loses all class abilities and traits. If a Spell Breaker multiclasses into a class with magic use or magic like abilities, he can never level as a Spell Breaker again and loses all abilities from the Spell Breaker class(this includes ability score increases and even skill points gained while levelling as a Spell Breaker). He is treated as level one when entering the new class and cannot use the gear he had while levelling as a Spell Breaker.
Special: The Spell Breaker is Forbidden from using any Spells or Spell Like Abilities. If he does so, he loses all of his Spell Breaker abilities permanently. If he uses magic, or a magical item while under some sort of Magical Compulsion, then he loses his class abilities for one week.

Making a Spell BreakerEdit

Alignment: Any non Lawful or true Neutral.

Starting Age: Simple.

Table: The Caster Breaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ability Bonus +2, Spell Breaker Magic, Fast Healing 1, Signature Weapons, Spell Resistance 12+ class level
2nd +2 +3 +3 +3 Signature Weapons +1, Damage Reduction 1/-, Anti-Magic Strike
3rd +3 +3 +3 +3 Evasion, Tough Defence, Fast Movement,Natural Weapons (Magic), Fast Movement 10 feet
4th +4 +4 +4 +4 Ability Bonus +4/+2, Signature Weapons +2, Damage Reduction 2/-, Fast Healing 2
5th +5 +4 +4 +4 Spellfire Destruction,
6th +6 +5 +5 +5 Signature Weapons +3, Damage Reduction 3/-, Blank Thoughts,Natural Weapons(Silver)
7th +7 +5 +5 +5 Ability Bonus +6/+4/+2, Mettle, Improved Evasion
8th +8 +6 +6 +6 Signature Weapons +4, Damage Reduction 4/-,Pierce Magical Concealment, Fast Healing 3, Fast Movement 20 feet
9th +9 +6 +6 +6 Natural Weapons (Cold Iron)
10th +10 +7 +7 +7 Signature Weapons +5, Ability Bonus +8/+6/+4/+2, Damage Reduction 5/-, Spell Resistance 15+ class level
11th +11 +7 +7 +7 Anti-Magic Field 5'
12th +12 +8 +8 +8 Signature Weapons +6, DR 6/-, Fast Healing 4, Natural Weapons (Adamantine)
13th +13 +8 +8 +8 Ability Bonus +10/+8/+6/+4/+2, Fast Movement 30 feet
14th +14 +9 +9 +9 Signature Weapons +7, DR 7/-,
15th +15 +9 +9 +9 Natural Weapons (Any Alignment)
16th +16 +10 +10 +10 Signature Weapons +8, Ability Bonus +12/+10/+8/+6/+4/+2, DR 8/-,

Fast Healing 5

17th +17 +10 +10 +10 Anti-Magic Field 10'
18th +18 +11 +11 +11 Signature Weapons +9, DR 9/-, Natural Weapons (Ghost Touch), Fast Movement 40 feet
19th +19 +11 +11 +11 Ability Bonus +14/+12/+10/+8/+6/+4, Anti-Magic Field 15'
20th +20 +12 +12 +12 Signature Weapons +10, DR 10/-, Fast Healing 6, Spell Resistance 18+ class level

Class Skills (4 + Int modifier per level.)
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, Arcana and Dungeoneering) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Spell Breaker.

Ability Bonus (Ex):At Level 1, The Spell Breaker gains a +2 Untyped Bonus to an Ability Score, At Level 4, the Spell Breaker Gets an Additional +2 to the ability Score he chose at first level, and a +2 Bonus to a different Ability Score. At level 7, His previous Bonuses Increase to +6/+4, and he gets a +2 bonus to a Third Ability Score, and At Level 10, His previous Bonuses increase to +8/+6/+4, and he gets an additional +2 bonus to a Fourth Ability Score.

Fast Healing (Su):Spell Breakers regain hit points at an Accelerated rate. They gain Fast Healing 1 at level 1, Fast Healing 2 at level 4 and the Fast Healing keep increasing every 4 levels.

Spell Breaker Magic: In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Spell Breaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Spell Breaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Spell Breaker makes his save.

Signature Weapons (Ex): At Level 1, the Spell Breaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Hand wraps if he wishes to have his unarmed strike as one of his signature weapons.) to serve as his Signature Weapons. These Signature Weapons are treated as Natural Weapons, but only for the Spell Breaker they are attuned to. If he does not have any of his Signature Weapons on his person, the Spell Breaker loses the use of his Anti-Magic Strike, Natural Weapons (X), and Spellfire Destruction abilities. Also, at Levels 2, 4, 6, 8, and 10, the Spell Breaker gains an Enhancement Bonus to attack and damage rolls with his Signature Weapons equal to 1/2 his Spell Breaker Level, rounded down. Finally, for the sake of Feats such as from the Weapon Focus Tree, the Spell Breaker may choose "Signature Weapons." So if a Spell Breaker took Weapon Focus (Signature Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Signature Weapons. If the Spell Breaker loses one of his Signature Weapons, he may select a new Masterwork Weapon to serve as his signature weapon by practicing with it for one hour.

Spell Resistance (Ex): At first level, the Spell Breaker gains Spell Resistance equal to 12 + Class Level. This spell resistance increases to 15 + class level at level 10th. Then once more it increases to 18 + class level at level 20th. The Spell Breaker has special rules dealing with Spell Resistance.

Damage Reduction (Ex): At Second level, the Spell Breaker gains Damage Reduction 1/-. This increases by 1 point every 2 levels after 2nd Level. If a weapon is affected in anyway by magic he gets damage reduction against that weapon. If a weapon was coated with oil and lit on fire he does not gain damage reduction but, if it does fire damage because of magic or magic like reasons he gains damage reduction from all damage done from that weapon. Another example is if a weapon is made from silver or coated in silver he gains no damage reduction but, if made into silver or given silver abilities from magic or magic like abilities he gains damage reduction.

Anti-Magic Strike (Su): When attacking a Creature or Object, the Spell Breaker can choose to reduce his damage by half to duplicate the effects of a Targeted Dispel Magic. Instead of making a Caster level check Vs DC 11+Spell caster's Level, the Spell Breaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic and receives half damage from the weapon(rounded down). If the strike does not meet the dc but would land a hit, the hit lands but only deals the half damage.

Evasion (Ex): At 3rd level, the Spell Breaker gains the use of the Evasion Ability. At 7th Level, the Spell Breaker Gains use of the Improved Evasion Ability.

Fast Movement (Ex): At 3rd Level, the Spell Breaker gains a 10 feet competence bonus to his speed. At level 8th this bonus increases to 20 feet, level 13th this bonus increases to 30 feet and at level 18th this increase to 40 feet.

Natural Weapons (Magic) (Ex): At 3rd level, any Signature Weapon the Spell Breaker wields is treated as a Natural Weapon with the Magic Property. At level 6th, they also gain the Silver Property, at level 9th, they gain the Cold Iron Property, at level 12th the weapon gain Adamantine property, at level 15th it can pass any alignment, and at level 18th gain the Ghost Touch.

Tough Defence (Ex): Starting at 3rd Level, the Spell Breaker gains a Natural Armour bonus equal to his Constitution Modifier.

Spellfire Destruction (Ex): On an Attack, a Spell Breaker may choose to deal no damage to his Target. If the Target is a spell caster, or has any Supernatural or Spell-Like Abilities, they are suppressed for 1d4 + Cha modifier rounds, unless they make a Fortitude Save equal to (10 + 1/2 the Spell Breaker's Character Level + Spell Breaker's Cha Modifier).

Blank Thoughts (Ex): At 6th level, the Spell Breaker gains use of the Blank Thoughts ability. He can induce a state of mental absence, when in this state he is immune to all mind affecting effects (i.e. charms, fears, illusions, etc.) This ability can be activated or deactivated as a free action.

Mettle (Ex): At 7th level, the Spell Breaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.

Anti-Magic Field (Su): At level 10, the Spell Breaker has discovered true hatred and contempt for magic. This hatred is so strong that it actually manifests itself in a field a round him. The Spell Breaker is treated as if he is surrounded by an anti-magic field. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Spell Breaker's Supernatural Abilities (If any). If a creature would normally be immune to the effects of an anti-magic field, they must instead make a caster level check with a DC equal to 10 + Spell Breaker's Level + Cha Mod. A spell caster realizes once he is within 25ft of the Spell Breaker that this zone is around a Spell Breaker and understands what this zone does and about how large the zone is. After level 10 a Spell Breaker is impossible to detect with divination and other detection spells because of this field. This non-detection only effects the Spell Breaker and his equipment, even if his allies are within range of the anti-magic field.

Campaign InformationEdit

Playing a Spell BreakerEdit

Combat: As a Spell Breaker, you can play any non-magical role you want. From Stealthy Assassin, to Burly Warrior.

Advancement: Many Spell Breakers take levels in Barbarian, to take advantage of their Rage Ability.

Resources: Spell Breakers are not an organised group. However, they may assist fellow Spell Breakers of the Same Alignment.

Spell Breaker in the WorldEdit

Yes, I am the Man who destroyed the Sword of Kas, What of it?

NPC Reactions: The Spell Breaker is a hero to the Common Folk, the kind of people who live simple lives and fear magic in all it's forms.

Spell Breaker LoreEdit

Characters with ranks in Knowledge (Arcana) can research Spell Breakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Spell Breaker are Warrior who never use Magic.
16 Spell Breaker gain power through Spell Breaker Magic.
21 Powerful Spell Breaker shrug off the effects of almost any type of magic.
26 Some Legendary Spell Breaker have the ability to Negate All magic Around them.

Spell Breaker in the GameEdit

Spell Breakers can be lone warriors who start a crusade against an evil Spell caster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.

Adaptation: A Spell Breaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spell casters, or perhaps he simply has a rivalry with the Party's Cleric.

Sample Encounter: Aduin (Ah-Do-Win) Simms is a Spell Breaker who has dedicated his life to finding and slaying evil spell casters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.

Aduin Simms
Human Generic Warrior 1/Spell Breaker 4

STR: 18
DEX: 16
CON: 18
INT: 10
WIS: 10
CHA: 10

BAB/Grapple= +5/+9
Attacks: Masterwork Great sword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)
Feats: Great Fortitude (3.5e Feat), Iron Will (3.5e Feat), Lightning Reflexes (3.5e Feat), Mage Slayer (3.5e Feat)
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.
Spell Resistance: 24
HP: 4d12+20 (46)
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armour)
Touch: 13
Flatfoot: 22
Special Attacks: Anti-Magic Strike
Speed: 30
Special Abilities: Ability Boosts +4/+2, Signature Weapons +2, Tough Defence, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 1
Alignment: NG

Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artefact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.

Epic Spell BreakerEdit

Table: The Epic Spell Breaker

Hit Die: d12

Level Special
21st Natural Weapons (Epic)
22nd Bonus Feat, Ability Bonus +16/+14/+12/+10/+8/+6,Damage Reduction 11/—
24thBonus Feat, Damage Reduction 12/—, Fast Healing 7
25th Ability Bonus +18/+16/+14/+12/+10/+8
26th Bonus Feat
28th Bonus Feat, Damage Reduction 14/—, Ability Bonus +20/+18/+16/+14/+12/+10, Fast Healing 8
30th Bonus Feat, Damage Reduction 15/—

4 + Int modifier skill points per level.

Spell Breaker Natural Weapon: Reach its epitome at level 21st getting the Epic feature.

Ability Bonus : The epic Spell Breaker keep increasing his ability bonus increases by +2 every three levels higher than 19th, however there is a cap of +20 to all abilities scores getting +20/+20/+20/+20/+20/+20 at level 43.

Damage Reduction (Ex): The epic Spell Breaker damage reduction increases by 1 point every 2 levels higher than 20th.

Fast Healing (Ex): The epic Spell Breaker Fast Healing increases by 1 point every 4 levels higher than 20th.

Bonus Feats: The epic Spell Breaker gains a bonus feat (selected from the list of epic bonus feats) every 2 levels higher than 20th.

Epic Sell Breaker Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Overwhelming Critical.

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