Ranger
Base Class: Ranger

Antimages are rangers that dedicate themselves to hunting one or more types of magical beings. Wielding powerful abjuration spells to ward off arcane aggressors, they draw from a limited but powerful pool of negative mana that serves to dispel and disenchant whatever witchcraft their enemies may assail them with, and to undo any magical wards or enchantments that might stand between them and their quarry.

Antimagic

Starting at 3rd level, you draw from a pool of negative mana to dispel or negate certain magical effects.

Ranger Level

Spells

3rd

Protection from Evil and Good

Shield

5th

Arcanist's Magic Aura

Branding Smite

9th

Counterspell

Dispel Magic

13th

Banishment

17th

Dispel Evil and Good

Negative Imbuement

Starting at 3rd level, you may imbue one of your weapons with your negative mana by expending one spell slot as a bonus action. This effect lasts until your next attack, or until the weapons are sheathed. Once per turn, when making an attack with an imbued weapon, you may choose one of the following effects in addition to its usual attack profile (unless stated otherwise). You must choose the attack type before you roll to hit.

Poise Breaker - Your attack is engulfed with physically manifested antimana, knocking an opponent back and breaking their focus on a spell they are concentrating on. Instead of using the weapon's usual profile, the attack deals force damage equal to 1d6 + an additional number d6s equal to the level of spell slot used to imbue this weapon. If the target has to make a concentration check to maintain a spell, they have disadvantage. If they are currently holding a spell, they must make a check to maintain their concentration under the same parameters or lose the held spell. Upon failing in either circumstance, they are also stunned until the end of their next turn, as their concentration collapses in on itself.

Spell Piercer - Your antimana penetrates magical defences, wards and enchantments, dispelling any magical effects in the process. If the target is under the effect of one or more spells that improves their AC, (such as shield or mage armor,) then you may subtract the level of spell slot used to imbue this weapon plus your proficiency bonus from the maximum spell bonus they are receiving when rolling to hit, to a minimum of zero. If the target is benefitting from a temporary magical effect that is not linked to a magical object on their person, or has a spellcaster currently maintaining it, and is equal to or lower than the level of the spell slot used to imbue this weapon, the spell ends. If the spell is maintained as the result of another being's continued effort, then that individual must make a concentration check with a DC of 10 + the level of the spell slot used to imbue your weapon + your spellcasting modifier. If they fail, the spell ends. If the target is being affected by multiple spells, only one chosen at random is affected.

Mana Crippler - Prioritizing the target's magical essence rather than their physical form, your attack creates an explosion of antimana as it approaches its target. Regardless of whether your attack is successful, the target must make a dexterity saving throw with a DC of 10 + the level of the spell slot used to imbue this weapon + your spellcasting modifier. If they succeed, they lose a spell slot equal to half the level of the spell slot used to imbue this weapon, rounding up. If they fail, they lose a spell slot equal to the level of spell slot used to imbue this weapon + your proficiency bonus. In both instances, if such a spell slot is not available, then the enemy loses the next spell slot they have available below that number. If none are available below, then they lose the spell slot above. If no spell slots are available, they suffer no effect.

 

Advanced Antimagic

You can cast one of the following spells by expanding a number of slots equal to or higher than their spell level. You may only cast these spells at their base level, and must complete a long rest before using this ability again.

E.g.: To cast Globe of Invulnerability, a 6th level spell, you might use four level one and one level two spell slots, for a total of six. If you were to spend two level two spell and one level three spell slots, you would still cast the spell at 6th level.

Advanced Antimagic Spells: Globe of InvulnerabilityPrimordial Ward

At level 15, you can can recover your advanced antimagic use with a short rest.

Negative Imbuement Improvement

Your Negative Imbuement abilities gain the following enhancements.

Poise Breaker: Shattered Composure - An enemy hurt by this attack must make a concentration check regardless of whether they are focussing on a spell, and are stunned until the end of their next turn if they fail. When a spellcaster loses a spell they were holding or concentrating on as a result of a poise breaker attack, they take force damage equal to triple the spell's level, or 1d4 damage if it was a cantrip.

Spell Piercer: Magic Seeking - Attack rolls made with spell piercer attacks are made with advantage if the target is currently benefitting from a temporary magical effect that is not linked to a magical object on their person. If you successfully negate a spell with this attack, the dispelled mana lingers around the attack target, giving ranged attacks made against them advantage until the start of your next turn.

Mana Crippler: Essence Transfer - When an enemy loses a spell slot due to a mana crippler attack, you may regain one expended spell slot of that level or lower. If an enemy fails their dexterity saving throw in response to this attack and have no spell slots to lose, you deal a number of d4s equal to the level of the spell slot used to imbue your weapon in force damage, and you regain health equal to half of the overall damage inflicted from the attack.

Superior Antimagic

You can cast one of the following spells by expanding a number of slots equal to or higher than double their spell level. You may only cast these spells at their base level, and must complete a long rest before using this ability again.

E.g.: To cast Antimagic Field, an 8th level spell, you might use four level one, three level two and three level three spell slots, for a total of sixteen. If you were to spend three level four and one level five slots, you would still cast the spell at 8th level.

Advanced Antimagic Spells: Antimagic FieldMind Blank

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