Wizard
Base Class: Wizard

Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters. With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland. Mage hunters can be found in any setting. They're part of many tribal clans in Chult. They can make up some members of the Sen Sithrian in Anchôromé, the Order of High Sorcery in the Dragonlance setting, or the amongst the Veiled Alliance in the Dark Sun setting.

Arcanist Investigator

You gain proficiency with light armor, simple and martial melee weapon of your choice, and double proficiency bonus on the Perception and Investigation skill if you don’t already have it. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon.

Counter-Weave

Starting at 2nd level, you can hinder the effectiveness of a creature's magical prowess when you identify them as a magical threat. You can use a bonus action to place the counter-weave on a creature you can see within 30 feet of you, which lasts for 1 hour. It ends early if the creature dies, you die, or you are incapacitated. Until the counter-weave ends, the following conditions apply:

  • You gain bonus damage on attack rolls to the target of your mark equal to your Intelligence modifier
  • You gain a bonus to saving throws against spells or magical effect by a creature affected by counter-weave equal to your Intelligence modifier (minimum of 1).
  • You double your ability score modifier to Wisdom (Survival) skill checks to track your quarry, as well as Intelligence checks to identify or recall information about your target.

You can use this feature a number of times equal to your proficiency bonus, after which you regain all expended uses when you finish a short or long rest.

Hunter's Armament

At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon in which you are proficient. Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual. You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond to another weapon, you must break the bond with the first. Your effectiveness with the weapon improves as it gains a bonus of +1 to attack and damage rolls At 10th level, this increases to +2 to attack and damage rolls, and then again to a +3 bonus at 14th level.

Extra attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Sanctum

At 10th level, you learn the Magic Circle spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day.

You can use an action to cast magic circle instantly and at a range of self without expending a spell slot.

Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target.

You must stay within the spell for the duration. Leaving will cause it to drop

Once you cast magic circle using this feature, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Eyes of the Master

At 14th level, When you are the subject of a spell, you can attempt to turn it into a moment of power. As a reaction when you are targeted by a spell you can make an Intelligence ability check against DC 12+Spell level. On a success, you can transform the spell into magical force. As part of the same reaction you can make a ranged spell attack against the target, dealing 2d6 per spell level. On a failure, the spell goes through as normal.

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