Base Class: Rogue
An ancient order that remembers the ruin that can be wrought by spellcasters, keeps an eternal vigil. Watching those gifted with magic talent for any sign of becoming a danger to civilization. These Mage Hunters are trained from a young age to serve, their minds and bodies tempered into keen weapons. Mage Hunters undergo rigorous training and have their flesh marked with runes to ward off magic. They are the vigil, ever watchful,, poised to strike and unsuspecting mage who's hubris grows too far.
Hunter Training
Arcana Skill
Proficiency with Heavy Crossbow, Scimitar, & Whip
Arcane Assassin
Starting at 3rd level, you use your knowledge of arcanists to exploit their weaknesses. You have advantage on weapon attacks made against known spellcasters.
You must have seen the spellcaster cast a spell, use an item, or somehow otherwise act in a manner that identified them as a spellcaster to gain this benefit.
Null Magic
Starting at 9th level, you gain the ability to use your knowledge of the arcane to unweave the magics of your enemies. You can cast the Counterspell or Dispel Magic spells. Your spellcasting ability for these spells is Intelligence. The spell slot level used to cast these spells is considered to be 1/3 your Rogue level(rounded down).
This ability can be used a number of times equal to 1 + your Intelligence modifier. You regain all uses of this ability upon completion of a long rest.
Witch Hound
Starting at 13th level, you gain the ability to innately detect magic. You can recognize magical relics, items, and spellcasting paraphernalia such as spell components, arcane foci, or spellbooks on sight. You do not know their purpose or enchantments, only that they are magical or serve some purpose in the work of spellcasters.
Additionally, you can use Intelligence (Investigation) to attempt to decipher magical script or the purpose of magical objects.
Spellpiercer
Starting at 17th level, when you are attacking a creature that is under the effect of a spell that grants a bonus to AC or resistance to damage, you ignore those benefits while making attack or damage rolls. This does not affect spells that reduce your ability to hit or damage such as Bane, Darkness, or Invisibility.
When dealing damage you also ignore temporary hit points granted by spells, dealing damage directly to the creature's normal hit points instead. The temporary hit points are unaffected.
Examples of spells that would be ignored by this ability are: Aid, Armor of Agathys, Barkskin, Blade Ward, Blur, False Life, Heroism, Mage Armor, Shield of Faith, Stoneskin, and Warding Bond.
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