Base Class: Fighter
Mage hunters travel the world in search of magic users they judge as evil. Some act in the name of the law or of a deity, others obey to their own sense of justice or even simple hatred towards the magical arts. As such, they are a different group of fighters, each with their own motivations and methods.
Mage hunters train themselves to resist and negate the effect of magic and to turn the magical forces against their users, striking with enhanced force. They can track their spellcasting quarries by perceiving where they cast spells in the recent past, making it hard to leave them behind.
Hunter's Sense
At 3rd level, you gain proficiency in the Arcana skill, and can cast the detect magic spell a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
Mage's Bane
Starting at 3rd level, when a creature you can see within 30 feet of you casts a spell, you can spend your reaction to mark it until the end of your next turn. The first time you attack a marked creature, you gain advantage on the attack roll and deal an additional 1d6 damage if you hit.
Tempered Body
At 7th level, you have advantage on Strength, Dexterity or Constitution saving throw against a magical and spell effects.
Nullifying Blade
At 7th level, when you are the target of a spell or you are inside its the area of effect, and are holding a melee weapon, you can cast the counterspell spell at its lowest level. Intelligence is your spellcasting ability for it. If you succeed in neutralizing the spell, you imbue the melee weapon you are holding with the spell's force. For the next minute, your attacks deal additional force damage equal to 1d4 per level of the neutralized spell.
You can use this feature again after you finish a long rest.
Magical Tracker
At 10th level, when you are concentrating on the detect magic spell, you can perceive arcane residues left from spells that affected a creature, object, or place within the spell's range. You use your action to make an Intelligence (Investigation) check with a DC equal to 10 + 1 for every 8 hours passed from the moment when the spell was cast. If you succeed, you learn if a spell was cast on the creature, object, or place, and its school.
Improved Mage's Bane
At 15th level, when you use Mage's Bane, all attacks you make against a marked creature until the end of your next turn are made with advantage and deal an additional 1d6 damage.
Steel Mind
At 18th level, when you use the Indomitable feature against a magical or spell effect, you have advantage the saving throw.
Improved Nullifying Blade
At 18th level, you can use Nullifying Blade a number of times equal to your Intelligence modifier between each rest.
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