Base Class: Monk
Mage Hunters are an elite order of monks that take it as their duty to track down and put to justice sorcerers unable to control their powers, warlocks who have made pacts with evil beings, artificers misusing their creations, and wizards delving into forbidden secrets. They have an incredibly strong, spiritual, and almost religious connection to the weave. In the Forgotten Realms, they serve as trackers for the Watchful Order of Magists and Protectors in Waterdeep, assassins and bodyguards for the Red Wizards of Thay, and bounty hunters roaming the lands, searching for evildoing spellcasters. They train relentlessly in remote monasteries, learning arcane arts to detect and bind arcane casters, as well as spells to locate and disarm cursed magic items. Their most well-known ability is a technique called the Mana Drain Stance, allowing the monk to absorb the mana (spell slots) of an enemy spellcaster and store it. They use the stored mana to power incredible feats of strength, durability, and agility, such as the famed Spellstrike. The most powerful among them can burn their stored mana to enter a Spellform, granting them incredible powers as it surrounds them in a shell of glowing, arcane energy.
Mage Hunter Training
Your years of training at the academy have finally payed off. You gain proficiency in the Arcana skill. In addition, your training allows you to use your Deflect Missiles trait against spell attacks directed against you. Lastly, you know some magic. When you reach 3rd level, you learn Detect Magic. When you reach 6th level, you learn your choice of Counterspell, Dispel Magic, or Remove Curse. When you reach 11th level, you learn the other two spells that you did not choose. Finally, when you reach 17th level, you can cast Antimagic Field. Wisdom is your spellcasting modifier for these spells. You can cast Detect Magic 3/day, each 3rd level spell 2/day, and Antimagic Field 1/day.
Mana Drain Technique
You have mastered the Mana Drain technique, allowing you to use the spells of enemy casters against them. However, this mana is volatile, and you must release it soon, or it will find a way out. When a spell is cast against you or an ally within 10 feet that will harm the target, you may attempt to absorb the spell. Make an Arcana check against a save DC equal to the spell level+the caster’s spellcasting modifier. On a failure, nothing happens, and the spell is cast. On a success, the spell fails and the spell slot is wasted. You absorb mana equal to the spell’s level. The mana goes into your Spell Meter. The maximum for the meter is your level. If the mana stored goes over your maximum or is stored for over 3 rounds, it escapes, resetting the meter to zero, dealing force damage to you equal to the amount of escaped mana, and you must roll on the wild magic table. You may use your stored mana points (MP) in the following ways-
Spellstep- You fold the Weave, allowing you to teleport a number of feet equal to 5 times the amount of MP spent as a bonus action.You can move through solids with this feature, though you may not teleport inside them. This movement does not provoke opportunity attacks.
Spellguard- You summon a shield of arcane force around you as a reaction when you are the target of an attack. You gain a bonus to AC equal to the amount of MP spent. This bonus lasts only for this attack.
Spellstrike- You harness your mana into the fabled Spellstrike, causing your hands, feet or weapon to glow and crackle with arcane energy. As a bonus action, before you make an attack with an unarmed strike or a monk weapon, you may spend any amount of MP to roll extra damage dice equal to the MP spent. This extra damage is force. For example, if you make an unarmed spellstrike, you deal 1d4 bludgeoning damage and 3d4 force damage.
Lastly, after a fight, a monk can choose to meditate, and release all unspent mana into the weave.
Specialty
You have trained extensively against specific types of magic. Choose a spell school, a damage type besides bludgeoning, piercing, slashing, or force, and a main spellcasting class (not bard, ranger, paladin, or spellcasting subclass) You have advantage on saving throws against and checks to absorb that type of magic. You have advantage on checks to identify magic cast by one of these classes and to track them, as well as attack rolls against the chosen class. Lastly, you gain resistance to the damage type you chose, and whenever you would take or deal force damage, you can change it to the chosen damage type, as that is the form of energy you have attuned your body to.
Advanced Mana Techniques
You have learned even more powerful mana abilities. You gain the following mana powers.
Spellsight- As a bonus action, you attune your eyes to the weave, allowing you to identify magic easier. For a number of minutes equal to the amount of MP spent, you gain Truesight out to 30 feet. While you have this truesight, you can cast Identify and Detect Magic at will.
Spellbeam- You focus a burst of arcane energy at a foe within 30 feet as an action. Make a spell attack with which you are proficient in. You gain a bonus to attack and damage rolls with this attack equal to your Wisdom modifier. On a hit, the target takes (1d6xMP spent)+WIS modifier force damage.
Spellheal- You touch yourself or an ally within 5 feet as an action, focusing arcane energy into them. The target gains temporary hit points equal to 1d4xMP spent.
Spellblast- This technique is only used by mage hunters who have no choice but to violently release their stored mana, usually as a heroic sacrifice or to prevent secrets from being revealed. It is often used by Thayan mage hunter-assassins, who have been captured and are conditioned to prefer death over the betrayal of their master’s secrets. You and every creature within 15 feet of you take 1d6xMP spent force damage, and every target besides you must succeed on a Dexterity saving throw or be knocked prone and pushed 10 feet away from you.
Spellbind
You have finally gained the ability to capture mages with the mana ability, Spellbind. As an action, you can trace glowing sigils of binding with your fingers. Choose a spellcaster within 30 feet that you can see and spend 5 mana. A binding circle, studded with runes, appears on the ground around their feet, as glowing chains of pure arcane energy bind them tightly. Choose a spell school. The spellcaster, while bound in this way, cannot move, attack, or do anything besides shout for help and cast spells. You have advantage on Arcana checks to absorb all spells cast by a bound mage, and you can now absorb them from a range of 30 feet. If the magic-user attempts to cast a spell of the chosen school, then the caster takes 1d4 force damage, and if the spell would harm one of your allies, it targets one of the caster’s allies, and if it would help an ally of the spellcaster, then it targets one of your allies instead. The chains last for 1 minute, and cannot be broken or escaped from except with a natural 20 with a magic weapon, or a Plane Shift spell.
Arcane Pressure Points
You have studied the anatomy of humanoids and other spellcasting creatures, and you now know of several distinct pressure points that shut off certain kinds of spellcasting. When you hit a spellcaster or a creature with innate spellcasting with an unarmed strike, you may spend 1 ki point to strike a pressure point. Choose verbal, somatic, or material. You touch their throat and prevent them from speaking, tap their wrists and cause their hands to shake, or touch a nerve that cuts off the ability to channel magic through materials.The spellcaster cannot cast spells with that component until the end of your next turn.
Spellform
You have reached the pinnacle of your training. You have finally unlocked the ultimate ability of the mage hunter clan- the fabled Spellform. If you are at your mana maximum, then you may take an action to use all of your remaining mana points to activate your Spellform. It lasts for 1 minute. You gain temporary hit points equal to your ki maximum plus the mana spent as you glow blue with arcane energy. You also gain +2 to Strength and Dexterity, and +2 to your AC, and you treat all mana abilities as if you spent 1 extra mana on them. For example, if you spent 5 mana on a Spellstrike, then you would deal 6d10 extra force damage instead of 5d10. These effects all last as long as your Spellform is active. You may dismiss your Spellform as a bonus action.
Master Weaver
You have finally mastered your connection with the weave, granting you the ability to convert ki to mana. As a bonus action, you may spend ki to gain mana equal to the amount of ki spent. You can also spend half of your ki points, rounded up, and a minimum of 1 to create a vacuum of arcane energy- a 20-foot sphere, with you as the center. This sphere moves with you, and sucks up any spell of a level equal to one-fourth of your level, rounded down, that targets a creature, object or point within the sphere. You automatically succeed on Arcana checks made to absorb spells targeting a point within that area. This sphere lasts for 1 minute.







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