Base Class: Rogue
Witchreapers, as they are known among the commonfolk, are enigmatic and highly secretive rouges who specialize in the elimination of magical threats. Their existence remains cloaked in mystery, and They prefer it that way. A Witchreaper's identity could be that of anyone - an acquaintance, a merchant, or even a friendly neighbor-- which contributes to a pervasive sense of anxiety about their activities.
WitchReapers are trained to neutralize magic users silently, leaving no signs of their existence. They are swift secretive, and have a variety of techniques for effectively defeating spellcasters. Their Tactics are precise, ensuring that their targets are either killed or rendered Incapacitated for interrogation if the threat is not immediate.
Arcane Suppression
At 3rd Level, your precise attacks can disrupt spellcasters. When you deal Sneak Attack damage to a creature it must make a CON saving throw. (DC = 8 + Prof bonus + Dex modifier). on a failed save roll a d8+1 the creature cannot cast any non cantrip spells until the beginning of your next turn.
Additionally you gain another way to use Sneak Attack. You don't need advantage on the attack roll if the target is concentrating on a spell, and you don't have disadvantage on the roll. All other Sneak attack rules apply.
Inquisition Tactics
You gain proficiency in investigation and insight checks, if you don't already have them. When investigating magical phenomena or interrogating spell casters, you double your proficiency bonus for these ability checks.
Reapers Avoidance
Starting at 9th level, you've learned how to masterfully avoid potential harm. Your Evasion feature extends to all saving throws to all saving throws that allow you to take half damage no just area of effects involving Dexterity
Spell Weakening
At 13th level, your attacks momentarily weaken spellcasters. When you hit a creature with a weapon attack, it has disadvantage on spell attacks against you, and you have advantage on saving throws against spells or magical effects from that creature until the start of your next turn. Additionally you cannot be targeted by divination magic or perceived through magical scrying sensors, unless you choose to be.
Knowledge Theft
At 17th level, you can turn a spell casters power against them. As a bonus action, you can target a creature you can see that has been dealt sneak attack damage during your last turn, then name a spell with a casting time of 1 action ( if you name the [spell]Wish[spell] Spell you can only use it to duplicate the effects of anyother spell of 8th level or lower.) If the target knows the spell, you can cast it as an action expending 1 of the targets corresponding spell slots, without the need for material components, using dexterity as your spellcasting modifier. If the targeted creature does not know the spell, nothing happens and the use of this feature is not expended. Once you use this feature you cannot use it again until you finish a short or long rest.

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