Ranger
Base Class: Ranger

Mageseekers guard the world against threats from powerful magic users and spellcasters sick with tetherbane. Prolonged use of magic leaves a mystical residue on a spellcaster's life essence. Over time, the residue leads to a condition known as tetherbane, and as the condition worsens the spellcaster begins to lose control. Many Mageseekers find themselves affiliated with "The Locke House", an organization that acts as independent contractors against magical threats too.

Magical Companion

At 3rd level, you gain a Magical Animal companion that mimics you in your fight style and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Attack action. 

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

When you choose a damage type from the Spell Strike table the Animal damage type is the same as yours

 

Mageseeker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mageseeker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Mageseeker Spells

Ranger Level Spell
3rd absorb elements
5th hold person
9th counterspell
13th banishment
17th dominate person

Arcane Awarness

As an action, you open your awareness to magical activity within 30 feet of you. Your magical awareness can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of leads, or 3 feet of wood or dirt.

You sense magic in this way for 10 minutes, during which you learn the following information:

You see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

You can sense traces of magic from spells previously cast in the area, and you learn its school of magic. You can sense spells cast up to 24 hours prior. When you reach 11th level in this class, you can sense spells cast up to 1 week prior.

Once you use this feature, you can't use it again until you finish a short or long rest.

Spell Strike

Empowered Spell Strike. When a creature within 60 feet of you casts a spell of 1st level or higher, as a reaction, you can absorb a portion of the spell's magic into your weapon, empowering your spell strike feature. Roll a d8 and consult the Empowered Spell Strike table below to determine the damage type imbued into your weapon.

While your weapon is empowered, once per turn when you hit a creature with the weapon, it deals 1d6 damage of the empowered damage type instead of the previous 1d4. When you reach 11th level in this class, the empowered damage increases to 1d8.

Your empowered spell strike lasts for 1 minute. It ends early if you are incapacitated or dismiss its effect with a bonus action.

While your spell strike is empowered, you can use your reaction when a spell is cast within 60 feet of you to extend the duration. When extending the duration, you can choose to roll a d8 for the empowered spell strike table or maintain your current damage type.

Empowered Spell Strike
d6 Damage Type
1 Acid or Poison
2 Cold or Force
3 Fire
4 Radiant or Psychic
5 Lightning or Thunder
6 Necrotic

 

Warded Mind

You have advantage on saving throws against being charmed or frightened and on ability checks to discern illusions made by magical means.

In addition, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

Magic Steal

Once per long rest when you use the counterspell spell you can cast this spell in the exact same way it was previously casted.

this ignores your spellcaster level and modifier, and only allows one spell copy, it can be used as a reaction directly after the counterspell spell was casted or until the end of your next turn

Mage Slayer

Starting at 15th level, if your target can use magic you have a +3 on the hit and damage rolls, if the target is an spellcaster you have a +4

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