Warlock Subclass: The Magebane

The Pact of the Magebane is a sinister and formidable pact made with Ryujin Akuma, the Blademaster of Shadows. Warlocks who forge this pact gain unique powers and a relentless dedication to countering and subduing magic.

#### Magebane's Arsenal

Starting at 1st level, you gain proficiency with martial weapons and the ability to use two-handed weapons as a spellcasting focus for your warlock spells.

Additionally, you can summon a Magebane Weapon as your pact weapon, which can be a two-handed weapon of your choice. The Magebane Weapon is infused with the essence of Ryujin Akuma, allowing you to channel your magic through it and enhance its abilities.

#### Spellbane Strike

At 1st level, when you hit a creature with your Magebane Weapon, you can use a charge to unleash an intense surge of anti-magic energy. You have a pool of charges equal to your proficiency bonus, which are replenished after a long rest.

The target must make a Constitution saving throw against your warlock spell save DC. On a failed save, the target's spellcasting abilities are suppressed for a number of rounds equal to half your proficiency bonus (rounded down). At the end of each of the target's turns, they can repeat the saving throw, ending the effect on a success.

#### Arcane Absorption

Starting at 6th level, you gain the ability to absorb or redirect magical energy. When you are targeted by a spell or a magical effect, you can use your reaction to choose one of the following options:

* *Absorb*: You make a spellcasting ability check. If the check result exceeds the spell's saving throw DC, you absorb the magic and gain temporary hit points equal to the spell's level plus your Charisma modifier.
* *Redirect*: You make a spellcasting ability check. If the check result exceeds the spell's saving throw DC, you can choose a creature within 30 feet of you that you can see. The chosen creature must make a saving throw against the spell or effect as if they were the original target.

#### Sigil of Death

At 10th level, you gain the ability to brand enemies with the Sigil of Death. As an action, you can choose a number of creatures equal to your Charisma modifier (minimum of one) that you can see within 30 feet of you and mark them with a powerful sigil. Each target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, they become marked with the Sigil of Death for 1 minute.

While marked, each target has disadvantage on saving throws against your spells and abilities, and you have advantage on all attack rolls against them. Additionally, whenever you hit a marked target with your Magebane Weapon, they take additional necrotic damage equal to your Charisma modifier.

#### Ethereal Armour

Starting at 14th level, you can channel the essence of Ryujin Akuma to shroud your body in an ethereal armor that repels magic. As a bonus action, you activate your Ethereal Armor, gaining the following benefits:

* You have advantage on all saving throws against spells and magical effects.
* When you are targeted by an area of effect spell, you can make a Dexterity saving throw. On a success, you take no damage from the spell, and on a failure, you take half damage.
* You gain a flying speed of 30 feet, allowing you to soar above the battlefield and strike your foes from advantageous positions.

Your Ethereal Armor lasts for 1 minute and can be dismissed early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.