Base Class: Ranger
as above so below
Magical interrupt
At 3rd level you may make an attack that disrupts a targets ability to use magic. on a hit you may force your target to make a constitution saving throw or lose the ability to cast or otherwise use magic until the start of its next turn. you may do this a number of times equal to your wisdom or dexterity mod+prof bonus per long rest
magic sense
Your bond to hunting magical creatures allows you to sense their presence when they are nearby.
you can sense magical creatures at a distance of 30 feet, but cannot tell anything other than that they have magic
the range upgrades at certain levels, To 40 feet at 11th level, and 50 feet at 15th level
Magical imbue
You have the ability to imbue your weapons with magic for 1 minute, pick from, fire, cold, lightning or poison. Your weapon becomes magical for the duration and gain an extra 1d8 of the selected damage type for the duration.
Magical storm
You can create a single powerful magical attack for a single action. To use this ability, you must dedicate an entire full action to this attack, then select an element from Fire, cold, lightning or poison and make an attack as normal on a hit the following effect takes place
Fire: A magical fireball spills out from the attack; you may choose any number of creatures to gain resistance to the damge. Anyone else must make a constitution save or take 6d8 fire damage on top of your normal attack damage taking full damage or half as much on a successful save
Cold: On a successful hit your target is frozen solid for 3d6 rounds and takes 2d4 cold damage for every round they are frozen
lightning: You double your movement speed for the time and gain an additional 3 attacks as well as 2d6 lightning damage on a hit
poison: You make an attack; on a hit the target must roll a con saving throw taking 8d8 poison damage on a save or half as much on a successful save
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