Base Class: Fighter
The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become occult slayers are considered to have seen the error of their ways - although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.
The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that refines her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her masterwork weapon of choice, which serves as the instrument of her vengeance.
Those who have been victimized by spellcasters and seek acceptable ways to oppose them often seek this path. Occult slayers seldom form organizations, although some organizations do exist, because they have discovered that congregating in one place attracts spellcasters intent on making preemptive strikes against them. Instead, occult slayers discreetly meet from time to time to exchange information about spellcasting opponents they have targeted for matches. Otherwise, the occult slayer operates along other adventures, traveling between venues in search of matches that involve spellcasters. Because of the inherent discretion that occult slayers display, a candidate must be chosen and trained by another occult slayer who is willing to share her secrets.
Auravision
At 3rd level, an occult slayer gains the ability to see magical auras. You can cast detect magic at will, no action required, without expending a spell slot and without verbal or somatic components.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated.
The weapon becomes magical if it isn't magical already. When you hit a creature, that has spell casting or pact magic, with an attack from your bonded weapon, the creature takes an extra 1d6 damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d6
You can only have one bonded weapon at a time. If you attempt to bond with a second weapon, you must break the bond with the previous weapon.
Counter magic
At 7th level an occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities equal to their Intelligence modifier minimum 1. In addition when you strike a creature concentrating on a spell with your bonded weapon, increase the dc of the concentration check by your intelligence modifier minimum 1.
Blank thoughts
At 10th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects and becomes more difficult to locate through divinations.
you have resistance to psychic damage. immune to any effect that would sense your emotions or read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
you are immune to the frightened and charmed condition.
you and your equipment, you are holding or carrying, are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Pierce magical concealment and protection
At 10th level your fierce contempt for magic allows you to see through magical spells and effects. You cannot be blinded by magic. Out to 30 feet you can, see in normal and magical darkness, see invisible creatures and objects, automatically detect and see through visual illusions, succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.
I addition As a bonus action, choose one creature you can see. The next time you hit that creature on this turn with an attack from your bonded weapon, that attack ignores any bonuses to Armor Class granted by spells. If that attack deals damage to the creature, you also instantly and automatically dispel all of that opponent's spells that grant a bonus to Armor Class. You can use this ability a number of times equal to your intelligence modifier (minimum of 1) and you recover all uses after a Long rest.
Mind over Magic
At 18th level, an occult slayer gains the supernatural ability to reflect magical spells back on their caster. If an enemy within 120 feet misses with a spell targeted at you or you make your saving throw against the spell, you can use your reaction and the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If it hits, the caster is subject to the normal effect of the spell.
If a single spell misses you or you make multiple saves more than once at the same time (such as scorching ray), you can redirect each portion of the spell that missed. If you were missed by two of the three rays, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times equal to your intelligence modifier (minimum 1), you regain all uses after a long rest.
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