Fighter: Void Knight
The Void Knights employ fighting techniques developed by the knights of Castilla, a superstitious nation fearful of magic arcane and divine. Their knights emboy unwavering resolve and dedication and are tasked with the protection of their people from the perils of magic.
Clad in obsidian armor with intricate protective runes, they are capable of deflecting and countering even the most potent of spells. And when they do so, they store the absorbed magic to enhance their own attacks, retaliating fiercefully. Trained in identifying and neutralizing aetherial threads, they strike fear into the hearts of all spellcasters - their existense threatens the very fabric of magic.
Legends recount battles where mighty fireballs fizzled out, illusions crumbled, and protective barriers shattered under the indomitable force of the Void Knights. To face a Void Knight is to be plunged into a realm of uncertainty, where the once-reliable power of magic is turned into mere children's tricks.
Runic Charges
Using features of this subclass, you can accumulate runic charges. The maximum number of Runic Charges you can have at any time is equal to your proficiency bonus. When finishing a long rest, your number of runic charges is reset to 0.
Runic Blade
Beginning at 3rd level, when you successfully hit a creature with a weapon attack, you can expend any number of runic charges to imbue your weapon with runic energy and inflict 1d8 additional force damage for each charge expended.
Void Shield
At 3rd level you learn the Shield spell and you can cast it with this feature a number of times per long rest equal to your proficiency bonus (min. 2). Whenever you cast the Shield spell triggered by a spell attack or the Magic Missile spell, you gain 1 runic charge.
Void Absorption
At 7th level you learn the Dispel Magic and Counterspell spells and you can cast each of them a number of times per long rest equal to half your proficiency bonus (rounded up, min. 1) using Constitution as your spellcasting ability.
When casting either spell with this feature, its level is equal to your proficiency bonus and you gain 1 runic charge if you successfully negate a spell or magic effect with this feature.
Runic Blast
Beginning at 10th level, you can use an action and expend 3 runic charge to send out a blade of condensed energy that blasts a 30 ft. long cone in front of you. Creatures in that area must make a Dexterity saving throw against a DC of 8 + proficiency bonus + your constitution modifier.
On a failure, they take 6d6 force damage and if this damage causes them to make a constitution saving throw to maintain concentration on a spell, they make that constitution saving throw with disadvantage. On a success they take half damage and suffer no other effects. You can use this feature once per short rest.
Quietus
Also at 10th level, you learn the Silence spell and you can cast it once per long rest with this feature.
Spellguard
At 15th level, you learn the Protection from Energy and Circle of Power spells and you can cast each of those spells once per long rest with this feature.
Also, beginning at 15th level, you have Advantage on ability checks made when casting Dispel Magic and Counterspell with your Void Absorption feature.
Arcane Denial
At 18th level, you learn the Antimagic Field spell and you can cast it with this feature once per long rest. Immediately when casting this spell with this feature and at the beginning of each of your subsequent turns while maintaining concentration on this spell, you gain a number runic charge equal to the number of spells and magic effects suppressed by the Antimagic Field at that point (max. 3).
Additionally, beginning at 18th level, your Runic Blast feature can be used an unlimited number of times.

