Base Class: Fighter
The Hexenbane is a special type of training for martial practitioners who wish to fight spell casters. They are not against magic or spellcasters but instead focus on ridding the world of any who misuse these immense magical powers... Though zealotry happens in all walks of life...
Whether you were trained as a Hexenbane by the order of Kaldur (an order of knights that are devoted to defeating evil mages) or by an old Hexenbane or simply researched how to best take Out mages, you know the best techniques to use against them. Most of your features activate specifically against casters
Persecution
- • Vocal attack: your attack resulted in you hitting their throat. The target must make a constitution save throw on a failure they cannot speak or use vocal components for 1 minute. The creature may repeat the saving throw as an action on their turn, ending it on a success.
- • Overwhelm: target must make a strength save throw or be knocked prone.
- • Left yourself open: target must make a dexterity save throw or your next attack against the target has advantage.
- • Power attack: you gain an additional weapon die of damage for this attack.
- • Wrist Strike: Your attack resulted in you striking the creature’s wrist or hand, The Target must make a Constitution Saving Throw, on a failure the creature cannot use somatic components or hold an item two-handed for 1 minute. the creature may repeat the saving throw as an action on their turn, ending it on a success.
- Blindside: Your attack has kicked up dust, sand, or scraped chunks from the ground or walls before striking your target. The Target must make a Constitution Saving Throw, on a failure the creature is blinded for 1 minute, the creature may repeat the saving throw as an action on their turn, ending it on a success.
- Hamstring: Your attack has resulted in a painful wound on the creature, hindering movement. The Target must make a Constitution Saving Throw or have their movement speed reduced to 10 feet for 1 Minute. the creature may repeat the saving throw as an action on their turn, ending it on a success.
- • Final Blow: If you have successfully used three different Persecutions against a single creature and all effects are currently in place, you may automatically critically hit the creature when you use the Power Attack Persecution
Saving Throws. Some of your Persecutions require your target to make a saving throw to resist the Percecution’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Magic Detection
When you choose this archetype at the 3rd level you gain proficiency with the arcana skill, if you are already proficient in arcana you gain double proficiency in it instead. Additionally, you may use your knowledge of Arcana and understanding its subtle effects on the environment around you to detect it in a short area around you.
Using a bonus action, you can sense that there is any magic within 30ft of you. This includes spell casted or stored and magical items. You know roughly the direction where the magic is coming from (North, North East, East, South East, South West, West. up, or down.) and you know how many spells or items are in effect in 30ft of you and the specific schools of magic. You can use this ability a number of times equal to your proficiency bonus per short rest.
Counter Chant
At the 7th level you gain the ability to interrupt a caster as they attempt to cast a spell. If you see a caster casting a spell within 60 ft of you, you may use your reaction to utter a counter chant to the spell cast causing them to struggle in casting their spell. If the spell is of the 3rd level or lower, they automatically fail in casting the spell. If it is of higher level the caster must succeed on a wisdom saving throw versus your persecution save. You may use this ability a number of times equal to your proficiency bonus per short rest.
Additionally, any attempts to scry on you or magically track you (not your group) automatically fail. If you wander into view of someone being scried on or a similar affect you visually and vocally come out distorted to the caster of the scrying spell.
Judgement
Starting at 10th level you have studied spells and their casters studiously and know the best ways to take down any spell caster. When you see someone cast a spell within 60 feet of you, you can brand them as your Spell Heretic. You have advantage on attack rolls against any Branded creature until the end of your next turn and each branded creature suffers an additional D6 of the weapon’s damage that you use to attack. Should the spell cast be a Teleport, Planeshift, or similar effect, you may also use your reaction to move half your movement speed and make one opportunity attack against the casting creature. On a hit the creature must make a Wisdom Saving throw versus your Persecution DC or the spell/effect fails and the spell is lost.
Magic Resistance
At 15th level your study of the arcane has allowed you to focus on resisting magic, you can enter a focused stance as a bonus action that lasts up to 10 minutes, your aversion and study of magic has given you a unique resistance to magic when you enter this focus. All spell attacks against you are made at disadvantage and all spell saves you make are at advantage. Additionally, when making a saving throw against a spell you suffer no damage on a success and half damage on a failure. You can only enter this stance a number of times equal to your Proficiency Bonus per long Rest.
Your Aversion to magic also permeates your very touch, as an action you can touch one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Persecution Modifier (Strength or Dexterity, your choice) The DC equals 10 + the spell’s level. On a successful check, the spell ends. You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Anti Magic Zone
At 18th level you have learnt through constant use of your Counter Chant to create an area of anti-magic around you:
as an action you create an area of anti-magic. You can choose to cast this as a fixed area with a 30ft radius for 1hour, or as a 60ft cone that moves with you originating from your position for 10 minutes. When you use this ability, it is treated as if you were concentrating on a spell. Whilst this field is active it is treated as the Antimagic Field Spell and when activating this ability, you may choose up to your proficiency bonus number of friendly targets to be unaffected by the zone and its effects. You may use this ability once per long rest.
Previous Versions
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