Base Class: Ranger
Antimages are warriors and heroes who believe one of the most dangerous threats to the world is the unchecked use of magic. They believe in the regulation and elimination of grotesquely harmful forms of magic that are used by evil wizards and liches. These rangers do not innately distrust magic but wish its use to be more limited and less world shaping so that it may not lead to harm.
Anitmage's Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Antimage's Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Antimage's Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Shield |
| 5th | Silence |
| 9th | Counterspell |
| 13th | Phantasmal Killer |
| 17th | Dominate Person |
Mercurial Pain
At 3rd level, you know hidden techniques to shred the lifeforce of those who practice magic.
As a bonus action you can target one opponent who is linked with magic within 30 feet of you. Each time you hit this targeted foe they take an additional 1d4 of psychic damage as part of the damage. If this target has the spell casting feature they take that extra damage again at the start of their turn. If you cast a spell this ability ends.
When you reach 11th level in this class you have advantage on all spell based saving throws that the target of your Mercurial Pain forces you to make.
Spell Shield
Starting at 7th level you have learned how to overcome some of the magical effects. When you are forced to make a saving throw against a spell you can choose to add your proficiency score to the roll.
You can do this a number of times equal to your wisdom modifier regaining all uses on a long rest.
Mystical Punishment
At 11th level, you discovered that the easiest way of reducing the harm from mages is stopping them from attacking. When you attack a target who is concentrating on a spell you may declare that you are making a TBD strike. Once you hit a target with this attack you may expend a spell slot and deal a number of d4s of psychic damage to the target. This amount of d4s are equal to the spell level that is used + the spell level that the target is concentrating on.
For example if they are concentrating on a 5th level spell and you expend a 2nd level slot you will deal an additional 7d4 psychic damage.
Magical Foe
At 15th level you have gotten in tune with your enemies to such a degree to that you know how to prevent damage from magical sources. When you are targeted by a line spell, a magic missile, or a spell that requires an attack roll by the person targeted by your mercurial pain you may roll a d6. On the roll of a 1-4 the spell does nothing and you are unaffected, on a result of 5 or 6 the spell is redirected towards the caster of the spell.







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