Ranger
Base Class: Ranger

A traumatic event in your past made you resent certain spell casters from the bottom of your heart. Maybe they killed someone you cared about or even your whole people. Maybe you were betrayed in a crucial battle and now you believe all casters are treacherous. Or maybe you are just a product of society that hates spell casters for religious reasons. You are now out for their blood and have built your methods for sniffing magic out and defending yourself against them.

Mageslayer Spells

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 it doesn’t count against the number of ranger spells you know.

Ranger Level Spell
3rd Protection from Evil and Good
5th Silence
9th Dispel Magic
13th Counterspell (It's a 3rd level spell, but it fits)
17th Circle of Power (Dispel Evil and Good if you don't own PHB on D&D beyond)

Condemned School of Magic

You have a particular hatred of a specific type of magic and the mages that belong to it. Choose one of the schools of magic from the list below and gain the benefit described next to it. Additionally, you have advantage on Intelligence(Arcana) checks related to this school and if you hit a character concentrating on a spell of this school, they have disadvantage on the Constitution saving throw to maintain the spell. You are not allowed to know any spells of this school yourself. If you already have spells from this school, you must replace them upon picking this school.

You can pick another school at 11th level.

Why are the other schools not here?

If you want to be against Necromancers, go play a Cleric or Paladin, this class is not for you.

Most relevant Ranger spells are on the Abjuration, Divination and Transmutation. These schools are also less harmful or treacherous to others.

 

Conjuration

You have advantage on attack rolls against summoned creatures and advantage on saving throws against conjured phenomena.

Enchantment

You have advantage on saving throws against being charmed or frightened

Evocation

You can use your reaction to gain resistance to one damage type. You can do this an amount equal to your constitution modifier regaining all charges on a short or long rest.

Illusion

You have advantage on Intelligence(Investigation) checks for looking through illusions and invisible creatures and invisible creatures have no advantage on attack rolls against you.

Rangers Smite

You try to avoid casting magic yourself, so instead you use your arcane energy to guide your shot. When you make an attack action you can choose to expend a spell slot to increase the attack roll and damage. For a 1st level spell slot you can add 1d4 to the attack roll and an additional 1d8 of the attacks damage. For every level above you can either add another 1d4 to the attack roll or a d8 to the damage. You can do so after you rolled, but before the DM announces whether it hits or misses. These attacks are considered magical for overcoming damage resistances.

Distracting Strike

You always manage to hit the hands or mouth that were required in casting the spell. When you hit with your first attack on a turn, you can choose to forgo your second attack. You can choose to detract your Dexterity Modifier from their Constitution saving throw to maintain concentration or give them disadvantage on their next spell attack roll.

Lip Reader

Based on their gestures and incantations you already know a spell is going to be cast before others. After 11th level, When a creature within 30ft of you casts a spell you can use your reaction to make a melee or ranged attack. Additionally, when you see someone you can see is casting a spell of your Condemned School, you immediately notice (but you don't know which spell or which of the two schools).

Archnemesis

Your wrath has adapted your body to resist the impact of your most hated school of magic. Choose on of your Condemned Schools of Magic at 15th level to gain its Nemesis feature

Conjuration

You can cast Banishing Smite (PHB) once for free. You must finish a long rest before you can do so again.

Enchantment

You gain immunity to the frightened and charmed conditions.

Evocation

You gain permanent resistance to one type of damage and if you succeed a Dexterity saving throw for an evocation spell, you can use your reaction to take no damage.

Illusion

You gain truesight of 10ft

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