Base Class: Ranger
A good aligned mageslayer would track down the most powerful and dangerous spellcasters. Whether it be a dangerous lich, an evil warlock, or a corrupted paladin, they all catch the eye of a mageslayer. A more neutral mageslayer is likely a mercenary specializing in the assassination of powerful arcane and divine mages for a profit. An evil mageslayer would hunt down any spellcaster that stands in they way of their own goals no matter who they are.
Mageslayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mageslayer Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.
Mageslayer Spells
|
Ranger Level |
Spell |
|
3rd |
Detect Magic |
|
5th |
Zone of Truth |
|
9th |
Counterspell |
|
13th |
Otiluke’s Resilient Sphere |
|
17th |
Scrying |
Divining Ward
At 3rd level, you can sense any use of divination based magic on you or allies within 30ft. This also detects magical sensors made through divination magic.
At 11th level, you and creatures within 30ft of you have advantage on saving throws against divination spells targeting them. If the spell has no save there is one for those within range. The saving throw uses wisdom and the DC is that of the castors. If the spell affects multiple targets, such as clairvoyance or arcane eye, then you must make the save and if successful, all creatures within 30ft are obscured from the castor.
Hexproof
Starting at 3rd level, you can gain resistance to one spell's damage as a reaction. This feature works similarly to uncanny dodge as it only works on one spell's damage. This feature can be used a number of times equal to your wisdom modifier + one, and all expended uses are regained after a long rest.
Arcane Rebuke
At 7th level, you learn how to weave arcane energy into your own attacks. After being damaged by a spell you can use your reaction to store the magical energy into your weapon that lasts until the end of your next turn. The next time you attack with the weapon it does an extra 1d8 damage per spell level of the triggering spell (maximum of 3d8). The type of this damage is the same as that of the triggering spell. This ability can be used a number of times equal to your wisdom modifier + one.
At 13th level, the maximum of damage dice increases to 5d8.
Slayer's Strike
At 11th level, you can use the magic of a caster against themselves. When you hit an attack on a creature that can cast spells in anyway, you can add your proficiency bonus to the damage roll. On a critical hit you can double this bonus like you would the dice.
Antimagic Beacon
At 15th level, you have learned enough about the arcane arts to suppress magic entirely. You may enchant an arrow or throwing weapon with a limited use of the Antimagic Field spell. The radius is increased to 15 feet but lasts only one minute. Along with those changes, it also does not effect magical items but does however immediately end concentration spells along with spell effects placed on a creature that passes through the field.
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