D&D 5E A Character That Absorbs and/or Nullifies Magic?


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The character might create a magic-dampening field, such that he interferes with spells of certain levels. At the beginning he can snuff cantrips only, but must stand next to the spellcaster in question - so he doesn't automatically zap his allies just by being in the room. Eventually he makes a spell take a higher slot that it usually needs but the caster does not get the 'at higher levels' benefit, and the "magic dampener" does this in an aura. Sure the mage cast Tasha's Hideous Laughter on you to get you off his back, but he needed a fifth-level slot to do it. And his Fireball just fizzled out, no PHOOM.
 

Maybe a supernatural gift, and at least one more feat related to negating magic and/or fighting enemies that use magic?

That could certainly work, and not at all an exploration I'd reject. My preference though is a more class-directed approach (i.e. a subclass or variety of subclasses).

A variety of subclass options does run the risk of saturation and/or removing the inherent "rare and mysterious" nature I'd go with for an option of this type. The Mage Slayer feat makes sense for what it is, since magic and its practitioners are quite plentiful (in D&D), and a "fighting style or technique(s)" would (I think) naturally develop to offer some tactical advantage for those unable or incapable to deal with it on equal terms....culminating in said feat.

I think a singular approach would probably make the most sense (if wanting to keep with the "rare and mysterious" feel to it). The idea of a faction or multiple options is still attractive, but for very specific points in time. For example, I (almost exclusively) run my games in the Forgotten Realms. Usually at whatever the fictional current year is. However, I could see a historical faction that rose up during the domination of the Empire of Netheril that would spend a great deal of effort in training to specifically combat spellcasters/magic (probably among a group or culture suffering greatly at the hands of Netheril). Once Netheril collapsed, I'm sure the tradition would continue for a while, but eventually membership would dwindle as no particularly comparable danger took Netheril's place (or at least, not one within threatening proximity to said group/culture), rendering the need for such single-minded focus unnecessary. Whatever contemporary option offered would be little more than a dim echo of what once was....a few scattered teachings passed on from master to apprentice type thing.

So it kinda fits both what you suggest, but it's also (to me at least) compelling to develop a subclass option to give it a bit more oomph as I roundaboutly suggest...but then, here comes the narrow focus conundrum I mentioned a few posts ago. ;)
 

Thinking more about it, I'd probably use the chassis of the Battle Master to make a subclass option. Basically have <Clever Name> dice that are used to power things. These things could include 'on hit' techniques that render an effect of varying potency based on the die (and its roll) to the target of the hit, activated abilities that require the spending of <Clever Name> dice to achieve certain wider ranging effects that impact spellcasters and/or their active concentration spells, and some protective activated abilities that use <Clever Name> dice that don't negate/counter magic but repurpose it in some fashion (healing for the individual, increased movement rate for a round, advantage on a save vs. a spell roll, redirecting the impact of a targeted spell to <subclass name> to protect an ally, etc).

Keep the number and type of <Clever Name> dice reasonable (like the Battle Master) to prevent over-reliance on them or over-use of them (i.e. spamming) of course...but having the Fighter parent class keeps the class otherwise effective in the ways a Fighter would otherwise be.
 
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it does? Maybe I'm not remembering spellfire well? Isn't it mainly a type of magic?
Yes and no. It's from FR where random people are blessed/cursed, being able to absorb magic, then redirect it. I don't remember the rules very well (a 2E FR sourcebook), but it was kinda random, with most DMs not allowing it (it does create a special snowflake PC, since they're supposed to be extraordinarily rare).
 

Sounds like Spellfire.

Yes, it does, which in turn seemed to be a very Greenwood take on Energy control.

For those who do not know what these are, I'll provide a short (biased from my viewpoint) explanation.

In AD&D and 2e there was something known as Psionics. Psionics in 1e were not necessarily given by any class, or automatically able to be gained. You rolled for them and could have a surgery to improve your chances of having them, but they were not necessarily easily to come by.

Even if you had them, at times your abilities with them were random.

One of these abilities was known as Energy Control. Initially, you could absorb so many spell levels and you did not take any damage or suffer from the effects of spells targeting you.

One version that emerged, but not as well known, was where Energy Control not only let you absorb spells, but you could also re-emit them as a blast doing 1d6 per spell level of the spells you absorbed.

This idea transferred even more solidly into an idea that Greenwood introduced in a novel called Spellfire and put into the realms in various rulebooks. This basically allowed one to absorb magic and then shoot it back at people in the form of spellfire.

This idea was not completely continued in 3e unless you were in the realms, but the idea of someone who could absorb spells was put into a defined class called the Spell thief. Otherwise, it was pretty overpowered.

I would think one way to adapt it to 5e would be to use the Spellthief of 3.5 and reintroduce it with 5e mechanics.
 

Barbarian Subclass: Iconoclast

3rd level: Damage reduction while in a rage vs. Spell effects (like Bear Totem, but only spells).
3rd level: if you strike a caster maintaining concentration, the caster has disadvantage on the constitution saving throw.

6th level: While raging, add your proficiency modifier to saving throws vs. Spells.

10th level: Counterspell once per short rest (rolled as an intimidation vs. Spell level)

14th: When damaged by a spell effect, as a reaction move half your speed and take an attack against the caster.
 

To address the overspecialization problem: What if the character could consume magic items in order to gain permanent bonuses? The number of spellcasters you encounter is highly variable, but most campaigns have a reasonable amount of magic loot.

There would have to be some kind of attunement-equivalent, of course, to keep it from getting out of hand. Maybe you could have three "power slots," each of which can contain the essence of a single item, gaining power based on the rarity of the item. So, for example, you might have Uncommon essences in two slots and a Rare essence in the third. If you find a Rare item, you can consume it and replace one of the Uncommons with a Rare.

As a bonus, the party now has a way to dispose of all the magic items nobody can really use. :)
 

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