Base Class: Fighter
Magic hunters are fighters, who were trained to engage any sort of magic user. While a mage hunter might not be able to win a one on one fight against a barbarian or a fighter, he will most certainly defeat a wizard or a sorcerer, even though the magic users power and level are above his. Mage hunters turn the tide against the unreal and the magical.
Magic Absorption
At level 3, whenever a hostile creature within 90 feet of you that you can see casts a spell or uses a magical ability that only targets you and not with an area of effect, you can use your reaction to try and absorb the magic. Make a constitution check with proficiency, the DC equals 10 + the spell's level (10 if it is a cantrip) or the creature’s CR with a minimum of 10 (use creature level of appropriate in place of CR). On a success the spell does not take effect but the resource, if any, is still used.
Whenever you successfully absorb the magic your next attack before the end of your next turn is made at advantage.
You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses of it when you finish a long rest or short rest.
Eyes of the Hunter
At level 3, you gain the ability to both see magic and see through magical deception. As a bonus action you can activate your eyes of the hunter and see a faint aura around any visible creature or object that bears magic. For example you can see wether a creature has a magical effect on it but you would not be able to tell wether a creature can create magic. While you have this ability active you can automatically discern if you are looking at an illusion or not.
This ability ends if you use a bonus action to end it or you finish a long rest.
Improved Eyes of the Hunter
At level 7 you become better trained to spot magic users. When your Eyes of the Hunter ability is active you can also spot wether a creature you are looking at has the ability to produce magic, wether it be a magical ability or cast spells.
Eradicate Magic
At lvl 7 you gain the ability to end magical effects on yourself. At the end of your turn, if you have a magical effect that is placed on you, you can end it as long as you are not incapacitated or unconscious.
You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses of it when you finish a long rest.
Magic Defense
At level 10 you become so good at shrugging off magic that it is hard for magic to effect you. Whenever you make a saving throw against a magical effect you can add your constitution modifier to the saving throw.
Improved Magic Absorption
At level 15 you become so good at absorbing magic you are able to intercept magic being cast at your allies. You can now use your Magic Absorption ability whenever an ally within 90 feet of you is the only target of a magical effect, not with an area of effect, and the creature that created the magical effect is also within 90 feet of you.
Reflect Magic
At level 18 you get so good at absorbing magic you are able to use the magical energy to reflect the magic back to your enemies. Whenever you successfully absorb magic using the Absorb Magic ability you can immediately use whatever magical effect or ability that you absorbed, using the save DC or attack modifier that the creature that created the magical effect has. For example, if a creature casts Disintegrate on you and you successfully absorb the spell as your reaction you can immediately send the Disintegrate back at the caster, or another target, using the spell save DC of the caster.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest or short rest.
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