Ranger
Base Class: Ranger

When you speak of rangers, there are as many different kinds as there are threats to hunt or face. Those who routinely face the might of spellcasting or powerful magical monsters are often known as Spellslayers. These hunters excel at sensing magic, and undoing its effects. Spellcasters who find themselves pressed by a Spellslayer find that these rangers are hard to pin down with spells, and the truly capable among them resist magic outright. Supreme hunters of magical creatures also, these rangers know how to negate magic, pierce illusions, and thwart mystic mind games that magical monsters attempt. Spellslayers are often understanding of the need for magic in many ways, but they are the first who are ready to pierce through and destroy the casters of spells when magic runs afoul.

In Avalestra, when An'Ders Farcoil left Empyrean Prime with his ragtag assemblage of warriors who sought the destruction of the Machine Goddess, he also had met Davian Saun, a ranger who admired An'Ders' devotion to disrupting abusers of magic. Thus did Saun begin to train a new breed of rangers who would also be able to do battle against magical threats, and he began to propagate that style in renewed interest, teaching it to his people amongst the Wood Elven nation.

Spellslayer Magic
3rd-level Spellslayer feature

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellslayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Spellslayer Spells

Ranger Level Spell
3rd detect magic
5th magic weapon
9th counterspell
13th banishment
17th circle of power

Magical Hunter

3rd-level Spellslayer feature

At 3rd level, when you choose this subclass, you have learned the means of attacking and disrupting spellcasters in combat to great effect. You gain the Mage Slayer feat, or if you already have it, you may choose a different feat.

Additionally, whenever you cause a creature who is concentrating on a spell to lose concentration on a spell, you can use your reaction to deal that creature 1d4 force damage for each level of the spell that was lost. For example, if you cause a creature who was concentrating on a Haste spell to lose concentration on that spell, you may use your reaction to inflict 3d4 force damage to that creature, as Haste is a 3rd-level spell. You may use this feature a number of times equal to your proficiency bonus before your must finish a long rest to use it again. The damage from this feature improves to 1d8 force damage for each level of the spell that was lost at 15th level.

Magic Breaker

7th-level Spellslayer feature

At 7th level, you have been trained in the means to disrupt magical patterns with weapon strikes whenever you find a crease in an enemy's defense. Whenever you succeed on a critical hit, you can immediately cast Dispel Magic on that creature without expending a spell slot. You may also cast Dispel Magic on objects or in your environment once without expending a spell slot once before you must finish a short rest to use it again.

Additionally, whenever you make a caster level check, you gain a +2 bonus to the roll.

Spell-Slip Aura

11th-level Spellslayer feature

At 11th level, you have learned to become elusive to spellcasters, making yourself very difficult to pin down with magic. As a bonus action, you amplify your aura to intentionally befuddle magic and you cannot be directly targeted by magic spells of 6th level or lower for a number of rounds equal to your proficiency bonus. You can be targeted by spell attacks or included in the area of effect of spells, but you cannot be directly designated as a target by the caster for the duration. You may use this feature three times before you must finish a long rest to use it again.

Additionally, you gain Danger Sense, as the Barbarian class feature.

Mystic Elusivity

15th-level Spellslayer feature

At 15th level, you learn the most potent defenses against magic and spells, and learn to channel aggression against your enemies particularly dangerously as they cast spells. Whenever you cast a spell that targets an enemy, for the duration of that spell, you have resistance to all magic damage that one of your spell targets deal to you each turn (chosen once each turn), and you have advantage on saving throws against magic that those targets use against you.

Additionally, whenever a creature within 30 feet of you would be subject to the effects of magic or magical traps, you can use your reaction to grant that creature advantage on their saving throw against that spell or magical trap.

Lastly, when you use your Magical Hunter feature, the damage you deal increases to d8's instead of d4's.

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