TBD
You learn additional spells when you reach certain levels in this class, as shown on the Arcane Obstructor Spells table. Each of these spells counts as an obstructor spell for you, but it doesn't count against the number of obstructor spells you know
Arcane Obstructor Spells
Obstructor Level | Spells1st | Detect Magic, Identify3rd | Nystul's Magic Aura, Silence5th | Counterspell, Dispel Magic7th | Mordenkainen's Private Sanctum9th | Circle of PowerStarting at 1st level, you have advantage on savings throws against magic.
Require reaction?
At 3rd level, you learn additional features that use your obstructor die.
Arcane Lore. When you make an Intelligence or Wisdom check to recall or discover details about magic effects or spells, you can expend one Obstructor die, roll it, and add the result to the roll.
Arcane Conduit. Once per turn, when you hit a target with an attack, and that target is under the effects of a spell that a creature is concentrating on (it can be the same creature or a different one), you can expend a Obstructor die, roll it, and deal force damage equal to the number rolled plus your Wisdom modifier to the creature concentrating on the spell, as you send a pulse of destructive energy along the magical connection. I think this means you could hit yourself (I like it)
Arcane Disruption. As a bonus action you can expend one Obstructor die, roll it, and throw a silvery dust into the air in a 10-foot cube originating from you. Until the start of your next turn, any creatures in the area can add the result of the roll to their AC against spell attacks.
Arcane Ward. When you or a creature within 10ft of you makes a saving throw against a spell of magic effect, you can use a reaction to expend an Obstructor die, roll it and add the result to the saving throw.
Starting at 10th level, when you see a creature within 60ft cast a spell of 5th-level or lower that targets only you (not in an area of effect), you can use a reaction to force the caster to make a saving throw using its spellcasting ability against your obstructor spell save DC. On a failed save, the spell fails and has no effect. If the saving throw fails by 5 or more, the spell instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Should spell level make it harder, for you (e.g. DC equal spell save - spell level)
Starting at 10th level, when you see a creature within 60ft cast a spell of 5th-level or lower that targets only you (not in an area of effect), you can use a reaction to impose disadvantage on the attack roll, or to grant yourself advantage on the saving throw. If the attack roll misses by 5 or more, or your saving throw passes by 5 or more, the spell instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Should spell level make it harder for you
Starting at 10th level, when a creature you can see within 60ft targets you with a spell attack, you can use your reaction to impose disadvantage on the attack roll. If the attack misses by 5 or more, the spell instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Should spell level make it harder for you
Antimagic field?
At 1st level, your research and rituals have given you a greater understanding of those who wield magic. Choose three schools of magic. When you make an Intelligence or Wisdom check to recall or discover details about your chosen schools of magic, you may add a d4 to the roll.
The die you use for this feature changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Starting at 3rd level, when you damage a creature or object that is under the effects of spell which a creature is concentrating on, you can send a spike of harmful energy along the magical connection, dealing 1d6 + your Wisdom modifier force damage to the creature concentrating on the spell.
Once you use this feature, you cannot do so again until the start of your next turn.
At 3rd, your training has enhanced your ability to counter spellcasters. This ability is represented by your Magebreaker dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various magebreaker features you have, which are detailed below. You regain all your expended Magebreaker dice when you finish a long rest.
When you reach certain levels in this class, the size of your Magebreaker dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).
The features below use your Magebreaker dice.
Channel Pain. Once per turn, when you hit a target with an attack, and that target is under the effects of a spell that a creature is concentrating on (it can be the same creature or a different one), you can expend a Magebreaker die, roll it, and deal force damage equal to the number rolled plus your Wisdom modifier to the creature concentrating on the spell , as you send a pulse of destructive energy along the magical connection.
Dampen Force. When you or a creature within 10ft of you takes damage from a spell or magic effect, you can use your reaction to expend a Magebreaker die, roll it, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1). Would this include magic weapons?
Ward Creature. When you or a creature within 10ft of you makes a saving throw against a spell or magic effect, you can use your reaction to expend a Magebreaker die, roll it, and add the result to the saving throw.
Narrow down to 3-4
Focus Shaker. When you damage a creature that is concentrating on a spell, you can expend one TBD die and subtract the result from the saving throw that creature makes to maintain its concentration.
Disruption Dust. As a bonus action you can expend one TBD die and throw a silvery dust into the air in a 10-foot cube originating from you. Until the start of your next turn, any creatures in the area can add the result of the roll to their AC against spell attacks.
TBD. When a creature you have grappled attempts to cast a spell with somatic or verbal components, you can use a reaction to expend one TBD die and subtract the result from their spell attack or spell save DC for this casting.