TEXT:  
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Spellbreaker 
  The spellbreaker wields their focus as both a weapon and 
  shield, which they use to strike at the very fabric of magic, 
  stripping it from their foes. They meditate to see past their 
  enemies' defenses, and they use their supernatural abilities 
  to counter attacks. 
  Focus 
  Starting at 3rd level, your mystical training grants you 
  access to a number of special maneuvers and a reserve of 
  mystical energy known as focus. You have a number of 
  focus points equal to half your fighter level, rounded up, 
  which you can spend to fuel your abilities. You regain 
  expended focus points when you take a short or long rest. 
       You begin with three maneuvers: Full Counter, 
  Imposing Presence, and Leaf's Grace. 
       Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver's 
  effects. The saving throw DC is calculated as follows: 
  Focus save DC = 8 + your proficiency bonus + your 
  Wisdom modifier 
   
   
   
   
   
   
   
   
   
   
   
   
       Full Counter. As a reaction when a creature you can see 
  within 30 feet of you makes an attack against you, you can 
  spend 1 focus point to counter attack with a blast of energy. 
  When you do so, make a melee spell attack (attack bonus 
  equals your proficiency bonus + your Wisdom modifier) 
  against the attacking creature, dealing 1d8 + your Wisdom 
  modifier force damage on a hit. 
       At 7th level, your AC increases by 2 against the 
  triggering attack, possibly causing the attack to miss. At 
  10th level this increases to 2d8 + Wisdom modifier force 
  damage. 
       Imposing Presence. As a bonus action when you make 
  a melee weapon attack, you can spend 1 focus point to 
  cause your presence to loom over the target. Until the 
  beginning of the next turn, the target has disadvantage on 
  attack rolls against any creature other than you. 
       Leaf's Grace. As a bonus action, you can spend 1 focus 
  point to increase your movement speed by 15 feet and gain 
  resistance to all damage till the end of this turn. 
  Spell Sever Strike 
  At 7th level, you can channel your focus to tear through 
  magic. When you hit a creature with a weapon attack you 
  can spend 1 focus point to cast the spell dispel magic 
  targeting the creature. 
  Sight Beyond Sight 
  At 10th level, you can sense the magic of all living things, 
  and see things as they truly are. As a bonus action, you can 
  spend 3 focus points to grant yourself truesight with a range 
  of 30 feet. Once you use this ability, you can’t do so again 
  until you finish a short or long rest. 
  Spellbreaker's Soul 
  Beginning at 15th level, your mastery of arcane 
  combat grants you proficiency in 
  Wisdom saving throws. Additionally, 
  whenever you use the Full Counter 
  maneuver, you can choose to replace 
  the melee spell attack with an energetic 
  explosion. Each creature within 5 feet 
  of you must make a Dexterity saving 
  throw, taking force damage equal to 1d10 + your 
  Wisdom modifier on a failed save. 
  Winds of Disenchantment 
  At 18th level, you can siphon magic from the world around 
  you. You can cast the spell antimagic field once, without 
  expending a spell slot or material components. Once you 
  use this ability, you can’t do so again until you finish a long 
  rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Spellbreaker.pdf