Base Class: Ranger
MAGE HUNTER SPELLS
The following spells are added to the Ranger spell list for you, and you can learn one the following spells at the levels detailed in the table below. These spells count as Ranger spells for you, but they don’t count against the number of ranger spells you know.
Ranger Level Spells
3rd level detect magic, identify
5th-level knock, see invisibility
9th-level counterspell, dispel magic
13th-level banishment, freedom of movement
17th-level banishing smite, dispel evil and good
ARCANE RECOGNITION
When you choose this archetype, you become able to quickly recognise spells that are cast by enemies. Whenever a creature you can see casts a spell that is of a spell slot level higher than that, you can make an Arcana check as a free action to attempt to recognise the spell of DC 10 + the spell’s level.
MAGE’S BANE
Also at 3rd level, you are particularly effective at damaging casters, assaulting their magical channels. Once per turn when you damage a creature that can cast spells, you can deal an additional 1d8 psychic damage
EIDETIC SPELL AWARENESS
At 7th level, you have studied the intricacies of magic, meaning that if you have seen a spell, you are unlikely to fall for it again. For this purpose, you begin to compile a list of analysed spells.
Every spell of a spell level equal to or lower than your highest-level spell slot is automatically added to your list of analysed spells; unless the spell is particularly foreign (i.e. a spell created by the DM or lost to time).
Additionally, whenever you successfully recognise a spell using your Arcane Recognition feature, you can add it to your analysed spell list.
Whenever you are targeted by a spell on your analysed spell list, you can use your reaction to gain advantage on a saving throw the spell forces you to make. This ability can’t be used on the turn you recognise a spell using Arcane Recognition; only on subsequent casts of the same spell.
WITCH HUNT
When you reach 11th level, you become able to push your senses to the limit, heightening your awareness of mages and magical presence, and augmenting your ability to create
countermeasures against those who use magic against you.
As a bonus action, you can go into a special state called a witch hunt. For the next hour, you are constantly under the effect of the detect magic spell.
Additionally, whenever you damage a creature with Mage’s Bane, you can shock the caster's magical nervous system, temporarily disabling an enemy caster’s spell slots. When you do this, you expend a spell slot to force the creature to make a saving throw based on their Spellcasting Ability against your spell save DC.
On a failure, the creature's magical capabilities are temporarily congested, requiring additional power to cause magic to manifest. When the caster tries to cast a spell, it must use a spell slot that is a number of levels higher than the base level equal to the spell slot
level you consumed to inhibit their magic. A spell cast at a higher level in this way resolves as if it was still cast at its base level; the additional magical power is used purely to break the inhibition. Once 1 round has passed, or a creature casts a spell, this effect ends on it.
For example, Deminar, a 9th level ranger, inhibits the magic of a 11th-level wizard using a 3rd-level slot. The wizard wishes to cast burning hands at 2nd level, but must cast it at 5th-level, as he must add 3 (the spell slot level Deminar expended) to the casted spell’s slot level. Despite casting burning hands at 5th level, the resulting spell is still only cast at 2nd-level.
After your Witch Hunt ends, you can't use it again until you finish a long rest.
SPELL EVASION
When you reach 15th level, your mastery in evading spells becomes infallible. When you make a save against a spell that deals damage, you take no damage if you succeed the save and the spell is a spell you have analysed with your eidetic spell knowledge
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