Base Class: Fighter
Fighter: Mage Slayer
An unparalleled hunter of the wielders of witchcraft. The Mage Slayer is the barrier between the wretched night hags, nefarious necromancers, the carnivorous creations of the crypts and the innocents sleeping soundly at home. They use small enchantments and their skill with common arms to even the odds against their most dangerous game, the mage.
Caster/Martial Levels Comparison Post-Buff
Level 3 - 2nd Spells vs Aura of Sanctity
Level 7 - 4th Spells vs Spell-foiling Aura
Level 10 - 5th Spells vs Unyielding Aura
Level 15 - 8th Spells vs Spellseeker’s Sanction
Level 18 - 9th Spells vs Mage Slayer’s Magnus Opus
Aura of Sanctity
At 3rd level, you learn to harness small enchantments and runes to create an aura of sanctity from magic around yourself. This aura projects 15 feet in every direction but not through total cover. Any creature of your choice within this aura has advantage on saving throws against spells of 2nd level or lower. You can activate your aura on your turn (no action required) a number of times equal to half your Proficiency Bonus, rounded down, refreshing on a Short or Long Rest. This aura lasts for one minute, unless you choose to end it (no action required), die, or become incapacitated. When a creature casts the Shield spell in response to your attack you may ignore the effects of the spell for this turn, costing a use of your Aura of Sanctity.
Spell-foiling Aura
At 7th level, your knowledge of spellwork has granted your aura an additional feature while the radius grows to match it. Your aura now projects 20 feet in every direction but not through total cover. While your aura is active you can use a Bonus Action to begin concentrating, as if on a spell. During this concentration, if a spell is cast within your aura you may attempt to foil the spell, ending your concentration. You can foil a spell of up to third level in this way. The creature who cast the spell must make a Constitution Saving Throw (DC equals 8 + your Proficiency Bonus + your Constitution Modifier) or the spell is stopped before it can be cast, wasting the spell slot and any additional resources used to cast it (ex. Spell Components, Sorcery Points). You may use this Bonus Action a number of times equal to half your Proficiency Bonus, rounded down, refreshing on a Short or Long Rest.
Unyielding Aura
At 10th level, your aura of sanctity expands and grows greater in power as your knowledge of the intricacies of spellwork gets deeper. Your aura now gives any creature of your choice advantage on saving throws against spells of 3rd level or lower and projects 30 feet in every direction, even through total cover. Your spell-foiling ability can now foil spells of up to fourth level.
Also at 10th level, you gain access to magical tokens. These tokens take the form of a carved bone or another tiny nonmagical item you choose. You can use these tokens to perform special rites on your weapons or body. These rites enhance your physical capabilities and disrupt the supernatural. Choose two rites from the list below. More rites become available and you can choose more as you gain more levels in this class.
- Honed Endurance: You enhance your brawn, increasing your Strength or Constitution score by 2 as well as your maximum for that score. Athletics and Acrobatics checks are also made at Advantage and your melee attacks deal an additional 1d4 damage on a hit.
- Honed Strikes: You enhance your attacks, learning to turn strengths into weaknesses. When you deal damage to an enemy you can ignore Resistance and treat Immunity as Resistance to your damage.
- Honed Eyes: You enhance your perceptive prowess. Perception and Investigation checks are made at Advantage. You gain Blindsight out to a range of 10 feet, or adding 10 feet to your current Blindsight if applicable.
- Honed Mind: You harden your mind, gaining Advantage on any Saving Throws made to maintain Concentration and increasing your Intelligence or Wisdom score by 2 as well as your maximum for that score.
Spellseeker’s Sanction
At 15th level, your aura can now stop spells of even greater power. You can now foil spells of 7th level or lower and your aura gives advantage against spells of up to 5th level. Additionally you’re aware of any creature under the effects of a spell within your aura. You know the creature’s precise location as well as whether it is moving. Any creature you detect in this manner is revealed to you with glowing dust falling from their silhouette. A creature affected by this cannot become invisible by any means. You are also aware of any magic items within your aura but are unable to determine their location or powers simply feeling their presence within your aura. Also at 15th level, you can select one additional rite from the options below.
- Amplified Presence: You amplify your imposing presence. You gain proficiency in Intimidation, or expertise if you are already proficient. When making an Intimidation check you may choose to use your Constitution modifier in place of your Charisma modifier for the check. When you successfully intimidate an opponent you gain temporary hit points equal to your level in this class. An intimidated opponent loses their Bonus Action on their next turn, spending it groveling in fear and any of their attack rolls that turn are made with Disadvantage.
- Rite Six: You amplify your fine motor capabilities. You gain proficiency in Sleight of Hand, or expertise if you are already proficient. When making a Sleight of Hand check you may choose to use your Strength Modifier in place of your Dexterity modifier for the check. You can replace any melee attack with a Disarm attempt, using a contested Sleight of Hand check. This Disarm can target a foe’s weapon, wand, staff, spell components, spell focus, or similar item.
Mage Slayer’s Magnus Opus
At 18th level, your aura becomes overcharged and can absorb the essence of magic. The radius of your aura is now 60 feet in every direction and you can attempt to foil any spell you see cast of 9th level or lower, additionally your aura now gives advantage against spells of up to 7th level. If you attempt to foil a spell the creature must make the Saving Throw at Disadvantage, regardless of any instances of Advantage the creature may have. When you foil a spell with your aura you now absorb its energy, storing it to be released later as a unique iteration of spell weaving. Mark down the type of spell absorbed, referencing the table below for what happens when you release the stored energy. You can store a number of spells in this way equal to half your Constitution modifier, rounded down. If you attempt to store more spells than your maximum you must make a Constitution Saving Throw (DC 10 + your Constitution modifier + your Proficiency Bonus), taking 20d6 Force damage on a failed save or half as much on a successful one as the magical energy overloads and explodes within you. The spell is still foiled when you attempt to absorb too much energy, as normal. You lose one charge, of your highest available level, per Long Rest.
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Spell Type |
Activation |
Effect |
|
Pact |
Action |
You release a crackling beam with a range of 120 feet that is 5 feet wide, dealing 18d6 Necrotic damage to any creature in its area. A creature within this beam can make a Dexterity Saving Throw to avoid the damage, moving to the side of the beam’s area. |
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Innate |
Bonus Action |
An aura of disruption emanates from a point of your choosing within 120 feet, filling a sphere with a radius of 30 feet in every direction. Any creature within this area must make a Constitution Saving Throw (DC equals 8 + your Constitution modifier + your Proficiency Bonus) or take 12d6 Force damage and lose their next turn as a wave of Lethargy sweeps over them. On a successful save a creature takes half as much and only loses half their movement speed. |
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Arcane |
Action |
Choose three creatures within 60 feet of you then make three separate melee attacks against each of them as if you were beside them. On a hit these attacks deal 10d6 Force damage and the creature is knocked prone. |
|
Divine |
Bonus Action |
You gain a fly speed equal to your walking speed for one minute and are under the effects of the Haste spell, excepting the wave of lethargy and the need for concentration. Your melee attacks deal an additional 8d6 Radiant damage on a hit. Any creature damaged by these attacks is blinded until the end of their next turn. |
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Pact |
Warlock spell list |
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Arcane |
Artificer, Wizard, Ranger spell lists |
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Innate |
Sorcerer, Bard, Druid spell lists |
|
Divine |
Paladin, Cleric spell lists |
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Posted Jan 29, 2023I forgot to update Rite Six’s name. Will in future.