Necessary Magic Items you will probably have by this point: +X Weapon, +X Breastplate, any survivability bonus, and any spell slot help (Ring of Spell Storing, Pearl of Power, etc.)
Result: 35 ft move. Max str & cha. Enhanced weapon damage. Re-flavored as psionics for some anti-mage action!
Necessary Magic Items you will probably have by this point: +X Weapon, +X Breastplate, any survivability bonus, and any spell slot help (Ring of Spell Storing, Pearl of Power, etc.)
Result: 35 ft move. Max str & cha. Enhanced weapon damage. Re-flavored as psionics for some anti-mage action!
The extra movement wouldn't be as needed with a 1 level dip in hexblade. I think I would max out charisma, go no more than 15 in str (13 if you are comfortable with chainmail). Take Eldritch Blast and Booming Blade for warlock cantrips, take Thunderous Smite. Go sword and board, use Shield Master to push creatures out of your way to avoid OAs as you're making your way for the mage. Using Booming Blade helps to desentivize Disengage retreats without having to go sentinel allowing mage slayer with two Charisma boosts. Sentinel works well instead of Mage Slayer to help keep non teleporters home. I was thinking dueling fighting style, but defensive would help with getting to the target faster as OAs would be less likely to hit (part of the reason I was thinking Mobile feat, but I think I'd rather go that way or 3-4 levels of Rogue on a dexadin instead of relying on mobility instead of brute strength to avoid enemies, which would definitely limit strength to 13 and otherwise following more of your approach with a Satyr). This would max dex, and go more conservative with charisma say 16).
Right and I was just saying it's not as needed when you've got EB. That's not to say that other aspects of the satyr wouldn't be nice (ineligible for Hold Person for once, but it would be a great option for a dexadin x/rogue2 or 3 that's looking for mobility to disrupt the spellcasters.
Monk has been suggested. It's great, because it has ways to get up close very quickly.
If Revised Ranger is allowed at your table, I'd start my build with that. You get martial weapon profi for longswords and battleaxes, which you can turn into monk weapons with the Optional Dedicated Weapon rule. You also get advantage on initiative and advantage on all attacks on your first turn against those who haven't taken a turn yet. Also, +2 damage against humanoids and tracking bonuses. Would go great both mechanically and rp-wise.
I had a monk-ranger build like this. Shadow monk. First rounds were brutal. He was actually a witch hunter too, but I didn't get to Mage Slayer yet. I was going to take it, though.
I would have also dipped 3 levels into Fighter for Action Surge and Maneuvers. Maybe 3 levels into Ranger for Deep Stalker and Hunter's Mark. The ultimate First Round Barrage. The maneuvers make up for the lost KI points pretty well.
Get up close quickly and then make sure that the wizard never gets away again.
Bladesinger Wizard is probably your best mage killer with counterspell and Wisdom save proficiency along with good melee capabilities. War Magic and Abjuration are good too. I think this is hard to beat in terms of a mage slayer.
Warlock would be an easy one, being from the Feywild and again having the crucial Wisdom save.
Fey Wanderer Ranger would be good. Thematic with the Feywild and then Beguiling Twist to really screw up the enemies control spells. Combine this at high level with Fey Reinforcements and you overwhelm the enemy Wizard and drag him out of the living world back to fairyland. Pick up a good combat charm or frighten spell with a feat to generate opportunities for Beguiling Twist (Tasha's Laughter with Fey Touched or Cause Fear with Shadow Touched).
Shadow Monk brings a lot to the table. Pick up devil's sight through a Feat to combine with your darkness so he can't target you with spells.
Even better. (not AL legal though)
Satyr Ancients Paladin 19, Hexlock 1
Str: 20
Dex: 14
Con: 12
Int: 8
Wis:10
Cha: 20 (Wild Talent UA)
Necessary Magic Items you will probably have by this point: +X Weapon, +X Breastplate, any survivability bonus, and any spell slot help (Ring of Spell Storing, Pearl of Power, etc.)
Result: 35 ft move. Max str & cha. Enhanced weapon damage. Re-flavored as psionics for some anti-mage action!
The extra movement wouldn't be as needed with a 1 level dip in hexblade. I think I would max out charisma, go no more than 15 in str (13 if you are comfortable with chainmail). Take Eldritch Blast and Booming Blade for warlock cantrips, take Thunderous Smite. Go sword and board, use Shield Master to push creatures out of your way to avoid OAs as you're making your way for the mage. Using Booming Blade helps to desentivize Disengage retreats without having to go sentinel allowing mage slayer with two Charisma boosts. Sentinel works well instead of Mage Slayer to help keep non teleporters home. I was thinking dueling fighting style, but defensive would help with getting to the target faster as OAs would be less likely to hit (part of the reason I was thinking Mobile feat, but I think I'd rather go that way or 3-4 levels of Rogue on a dexadin instead of relying on mobility instead of brute strength to avoid enemies, which would definitely limit strength to 13 and otherwise following more of your approach with a Satyr). This would max dex, and go more conservative with charisma say 16).
Extra move was just from being a satyr.
Satyr with enhanced strength from Psionics.
Satyr with pact and oath to queen of air and darkness
Right and I was just saying it's not as needed when you've got EB. That's not to say that other aspects of the satyr wouldn't be nice (ineligible for Hold Person for once, but it would be a great option for a dexadin x/rogue2 or 3 that's looking for mobility to disrupt the spellcasters.
Also if you were a Gnome you get advantage on saving throws against magic just to really help your defense
Monk has been suggested. It's great, because it has ways to get up close very quickly.
If Revised Ranger is allowed at your table, I'd start my build with that. You get martial weapon profi for longswords and battleaxes, which you can turn into monk weapons with the Optional Dedicated Weapon rule. You also get advantage on initiative and advantage on all attacks on your first turn against those who haven't taken a turn yet. Also, +2 damage against humanoids and tracking bonuses. Would go great both mechanically and rp-wise.
I had a monk-ranger build like this. Shadow monk. First rounds were brutal. He was actually a witch hunter too, but I didn't get to Mage Slayer yet. I was going to take it, though.
I would have also dipped 3 levels into Fighter for Action Surge and Maneuvers. Maybe 3 levels into Ranger for Deep Stalker and Hunter's Mark. The ultimate First Round Barrage. The maneuvers make up for the lost KI points pretty well.
Get up close quickly and then make sure that the wizard never gets away again.
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Bladesinger Wizard is probably your best mage killer with counterspell and Wisdom save proficiency along with good melee capabilities. War Magic and Abjuration are good too. I think this is hard to beat in terms of a mage slayer.
Warlock would be an easy one, being from the Feywild and again having the crucial Wisdom save.
Fey Wanderer Ranger would be good. Thematic with the Feywild and then Beguiling Twist to really screw up the enemies control spells. Combine this at high level with Fey Reinforcements and you overwhelm the enemy Wizard and drag him out of the living world back to fairyland. Pick up a good combat charm or frighten spell with a feat to generate opportunities for Beguiling Twist (Tasha's Laughter with Fey Touched or Cause Fear with Shadow Touched).
Shadow Monk brings a lot to the table. Pick up devil's sight through a Feat to combine with your darkness so he can't target you with spells.