Eldritch Knight, or at least that is what I have mine setup to do. Counterspell, misty step, mage slayer feat, great weapon master... Get up close and just wreck casters.
Don't Eldritch Knight's get Counterspell really late though? I suppose it's better than not getting it at all like the Shadow Monk but they get Stunning Strike instead at level 5 which can shut casters down proactively rather than reactively.
At level 1 they can do 1d6 with shortsword + 1d4 damage for average 6 damage or go quarterstaff with two hands for 1d8 + 1d4 making average 7 and because it is over two hits, they get higher min damage if hit (2) and higher chance of doing damage. A fighter with greatsword or greataxe does average 7, as does two-weapon fighting with shortswords. Over time the monk gets more attacks than anyone (except fighter) and their damage increases. By end level doing 4d12 a turn with stunning strike and other features gives them decent damage output. My Shadow Monk out-damages the party's (UA) revised ranger.
I suggested shadow monk because my shadow monk has frequently shut-down and destroyed mages with ease and that's without mage slayer feat. May not be the best of builds for it, but saying they do bad damage is preposterous. They can do as much damage as a fighter and their potential damage output over a prolonged fight eventually surpasses them until a fighter gets their second Action Surge which is a lot later in level.
Monks are not a "better" class and fighters do make good mage slayers, of course, but saying monks do bad damage is utter nonsense.
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You forgot to add the ability score bonus but by the end 4d12+20 is about what you would get with eldritch blast. A fighter could do 8d6+20+40(from great weapon master)+ greatweapon fighting style which is around 1 to 1.5 more damage on average per hit so 4. That is not counting action surge or the possibility of magical weapons. That though is about twice the damage of a monk. However stunning strike is ridiculously good which is why I mentioned it. I'm mostly going of of what treantmonk said repeatedly which is that monks do bad damage(he hasn't done a video showing what he meant yet though). But you have a point because I have seen in campaigns on high rollers and critical roll monks get highly regarded. I think the way damage would be better in the beginning because they can get 3 attacks compared to 1 at low levels where as later it would be 4 to 2 then 4 to 3 later.
Just confirming that extra attack (and bonus attacks from the same source, ie two weapon fighting) don't trigger multiple concentration checks for a target caster? Would something like booming blade (at or above level 5) generate multiple checks? EK War Magic if the bonus attack is against the same creature as the cantrip, particularly with booming blade? My guess is no, since it's all the same attack. I would like a source for this, though, particularly if the source also touches on monsters multiattacks.
Otherwise, monks getting more attacks, regardless of damage done would be beneficial for concentration spells and the increased mobility of monks is great for implementing disadvantage on attack spells. High wisdom and dexterity scores give reasonable saves and the proficiency with dexterity makes those saves easier to make. It seems that monk has a lot going for it in the form of a mage gimper.
Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
This is the basics rule on Concentration. Judging from the wording you make a check every single time you take any damage. So attack + extra attack means two checks. But I imagine a single attack which does two types of damage (like Piercing + Fire) will be one check for the total taken.
I'm surprised no one has mentioned Rogue 3->Assassin. Combine that with Gloomstalker Ranger or Monster Slayer Ranger. Maximize your stealth and hit them the first round of combat.
Or combine Rogue Assassin+Circle of Moon Druid on a gnome with expertise in Athletics. Wildshape to Bear. Grapple+sneak attack. Being a gnome means you have built-in advantage against spells that don't require a Dexterity save. In your downtime, you can wildshape into a giant poisonous snake, have your ally harvest the venom, and use that to coat your weapons. And who expects a gnome to be an assassin? :)
Plenty of good class suggestions above, but you also mentioned race and you can't ignore that yuan-ti purebloods have magic resistance. It's hard to beat that for a mage slayer. If you combine it with oath of the ancients paladin you are pretty much immune to magic.
become a one person army, give them targets them can be overwhelmed by, not just simple cannon fodder but returning undead, necromancy is a great route for a revenge story like this. Prime example of a mage killer who also plays their game with arcane better is the "Shadow Monarch".
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" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
I'm surprised no one has mentioned Rogue 3->Assassin. Combine that with Gloomstalker Ranger or Monster Slayer Ranger. Maximize your stealth and hit them the first round of combat.
Or combine Rogue Assassin+Circle of Moon Druid on a gnome with expertise in Athletics. Wildshape to Bear. Grapple+sneak attack. Being a gnome means you have built-in advantage against spells that don't require a Dexterity save. In your downtime, you can wildshape into a giant poisonous snake, have your ally harvest the venom, and use that to coat your weapons. And who expects a gnome to be an assassin? :)
wait, i mentioned that earlier (the first one assassin rouge - 3, monster slayer)
I'd refluff a Paladin, maybe into a new mage hunting subclass. Think Chantry from Dragon Age, with class abilities and spell list mainly designed to hinder, trace or capture spellcasters.
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I'd refluff a Paladin, maybe into a new mage hunting subclass. Think Chantry from Dragon Age, with class abilities and spell list mainly designed to hinder, trace or capture spellcasters.
The Mage-Hunting class in Dragon Age were called Templars and were armed with anti-magic techniques and abilities powered by the ingestion of Lyrium. Paladins would be very fitting as Templars, since they're basically the same (since in real life history Templars were an order of Paladins).
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Maybe eldritch knight or arcane trickster. Either one with mage slayer to. Eldritch knights have eldritch strike, and they can use war magic with all their extra attacks and spells. Arcane trickster can steal a spell, sneak attack, and distract enemies that try using spells, or just not allow themselves to be seen while attacking. Both pair well with mage slayer, since the eldritch knight can destroy concentration, and arcane trickster can possibly get a sneak attack reaction to spell casters if they can get that close, maybe with invisibility.
The luck feat would probably be good for the arcane trickster if you want another, and charger possibly for eldritch knight. Charger is especially useful when they use longstrider or misty step.
The Mage-Hunting class in Dragon Age were called Templars and were armed with anti-magic techniques and abilities powered by the ingestion of Lyrium. Paladins would be very fitting as Templars, since they're basically the same (since in real life history Templars were an order of Paladins).
The Templars were nearly as short lived as the Gray Wardens. Just like demon-blood, Lyrium would either cut their life span short or they would lose their mind. However the trade-off for the powers and abilities is worth the cost. Maybe you could use the blood rite ability of the Blood Hunter class to balance it out.
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" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
I'll throw in Battle Master (or the maneuvers feat) for Disarming Attack. Bye bye spell focus! And Wizards aren't known for their buffness so higher chance of failing the save :)
Definitely an Yuan-Ti Ancient Paladin with a single dip of Hexblade to be even more scary.
Definitely tag on the Mobile feat for extra juice or shield Master for better dex saves if dumping dex (since we have to keep that str at 13 for multi). EB for ranged disturbance until melee is joined...nasty.
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Don't Eldritch Knight's get Counterspell really late though? I suppose it's better than not getting it at all like the Shadow Monk but they get Stunning Strike instead at level 5 which can shut casters down proactively rather than reactively.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Monks do bad damage?! What?
At level 1 they can do 1d6 with shortsword + 1d4 damage for average 6 damage or go quarterstaff with two hands for 1d8 + 1d4 making average 7 and because it is over two hits, they get higher min damage if hit (2) and higher chance of doing damage. A fighter with greatsword or greataxe does average 7, as does two-weapon fighting with shortswords. Over time the monk gets more attacks than anyone (except fighter) and their damage increases. By end level doing 4d12 a turn with stunning strike and other features gives them decent damage output. My Shadow Monk out-damages the party's (UA) revised ranger.
I suggested shadow monk because my shadow monk has frequently shut-down and destroyed mages with ease and that's without mage slayer feat. May not be the best of builds for it, but saying they do bad damage is preposterous. They can do as much damage as a fighter and their potential damage output over a prolonged fight eventually surpasses them until a fighter gets their second Action Surge which is a lot later in level.
Monks are not a "better" class and fighters do make good mage slayers, of course, but saying monks do bad damage is utter nonsense.
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Just confirming that extra attack (and bonus attacks from the same source, ie two weapon fighting) don't trigger multiple concentration checks for a target caster? Would something like booming blade (at or above level 5) generate multiple checks? EK War Magic if the bonus attack is against the same creature as the cantrip, particularly with booming blade? My guess is no, since it's all the same attack. I would like a source for this, though, particularly if the source also touches on monsters multiattacks.
Otherwise, monks getting more attacks, regardless of damage done would be beneficial for concentration spells and the increased mobility of monks is great for implementing disadvantage on attack spells. High wisdom and dexterity scores give reasonable saves and the proficiency with dexterity makes those saves easier to make. It seems that monk has a lot going for it in the form of a mage gimper.
This is the basics rule on Concentration. Judging from the wording you make a check every single time you take any damage. So attack + extra attack means two checks. But I imagine a single attack which does two types of damage (like Piercing + Fire) will be one check for the total taken.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I'm surprised no one has mentioned Rogue 3->Assassin. Combine that with Gloomstalker Ranger or Monster Slayer Ranger. Maximize your stealth and hit them the first round of combat.
Or combine Rogue Assassin+Circle of Moon Druid on a gnome with expertise in Athletics. Wildshape to Bear. Grapple+sneak attack. Being a gnome means you have built-in advantage against spells that don't require a Dexterity save. In your downtime, you can wildshape into a giant poisonous snake, have your ally harvest the venom, and use that to coat your weapons. And who expects a gnome to be an assassin? :)
Hmmm, right. Well, WildShape into an Ape or Giant Ape then. You still have high STR and you can still use a finesse weapon. So Sneak Attack away.
A bard.
Counterspell and dispel magic are more effective when you have Jack of All Trades.
A profane soul bloodhunter (archfey) might work well for this concept.
Plenty of good class suggestions above, but you also mentioned race and you can't ignore that yuan-ti purebloods have magic resistance. It's hard to beat that for a mage slayer. If you combine it with oath of the ancients paladin you are pretty much immune to magic.
become a one person army, give them targets them can be overwhelmed by, not just simple cannon fodder but returning undead, necromancy is a great route for a revenge story like this. Prime example of a mage killer who also plays their game with arcane better is the "Shadow Monarch".
wait, i mentioned that earlier (the first one assassin rouge - 3, monster slayer)
I did NOT eat those hikers.
I'd refluff a Paladin, maybe into a new mage hunting subclass. Think Chantry from Dragon Age, with class abilities and spell list mainly designed to hinder, trace or capture spellcasters.
Grotesquely disfigured and underappreciated assistant of the Overlord at:

The Mage-Hunting class in Dragon Age were called Templars and were armed with anti-magic techniques and abilities powered by the ingestion of Lyrium. Paladins would be very fitting as Templars, since they're basically the same (since in real life history Templars were an order of Paladins).
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
@ALinktotheTacoCat Oops, sorry. I missed that one.
Maybe eldritch knight or arcane trickster. Either one with mage slayer to. Eldritch knights have eldritch strike, and they can use war magic with all their extra attacks and spells. Arcane trickster can steal a spell, sneak attack, and distract enemies that try using spells, or just not allow themselves to be seen while attacking. Both pair well with mage slayer, since the eldritch knight can destroy concentration, and arcane trickster can possibly get a sneak attack reaction to spell casters if they can get that close, maybe with invisibility.
The luck feat would probably be good for the arcane trickster if you want another, and charger possibly for eldritch knight. Charger is especially useful when they use longstrider or misty step.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
The Templars were nearly as short lived as the Gray Wardens. Just like demon-blood, Lyrium would either cut their life span short or they would lose their mind. However the trade-off for the powers and abilities is worth the cost. Maybe you could use the blood rite ability of the Blood Hunter class to balance it out.
I like paladins. Sue me.
Deep gnome (gnome cunning,120 ft darkvision) Ancients Pally 20. (not enough str).
Str 10 (because bigby's hand)
Dex 18 (because meteor swarm)
Con 14 (resilient)
Int 10 (because illusions)
Wis 14 (because dominate)
Cha 16 (as high as can be with feats)
Mage slayer feat and defense fighting style.
Plan: Step one: Destroy in melee with ensnaring strike.
Step two: Rinse and repeat
Step three: ...
Step four: Profit!
Background: Archfey wants mr. wizard dead as much as you do!
I'll throw in Battle Master (or the maneuvers feat) for Disarming Attack. Bye bye spell focus! And Wizards aren't known for their buffness so higher chance of failing the save :)
Definitely an Yuan-Ti Ancient Paladin with a single dip of Hexblade to be even more scary.
Definitely tag on the Mobile feat for extra juice or shield Master for better dex saves if dumping dex (since we have to keep that str at 13 for multi). EB for ranged disturbance until melee is joined...nasty.