Base Class: Rogue
Rogues who walk the path of the Spell Slayer have seen the utter devastation that powerful magic can cause, and they’ve made it their purpose to ensure none abuse such arcane power. Children might tell tales of ghosts and shadows in the night, but wizards spend their nights scared of the possibility that a Spell Slayer might be lurking around that next corner.
Shatter Concentration
Gained at level 3. You can strike with such precision as to disrupt the concentration of even the most mentally resolved spellcasters. Immediately after you deal your Sneak Attack damage to a creature that is currently concentrating on a spell or effect, you can increase the DC of its Constitution saving throw to maintain concentration on the spell or effect (no action required). The DC increases by half your rogue level (rounded up).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Know Thy Enemy
Gained at level two. You’ve spent countless hours studying spellcasters of all kinds to ensure you’re never surprised by a spell. You gain proficiency in the Arcana skill if you don’t already have it. In addition, you can use your reaction to make an Intelligence (Arcana) check to identify a spell as it’s being cast. The DC equals 10 + the spell’s level, and you make the check with advantage.
Stolen Magic
Gained at level 9. You learn not only how to break a caster’s concentration, but to outright steal it temporarily. When you cause a creature to lose concentration on a spell or similar effect, you can use your reaction to cast that spell or create that effect. The new spell save DC equals 8 + your proficiency bonus + your Intelligence modifier. Regardless of the spell’s normal duration, it only lasts until the end of your next turn.
Once you use this feature,, you can’t do so again until you finish a long rest.
Arcane Contingency
Gained at level 13. You’ve seen and subjected yourself to countless spell effects to learn how to best defend against them. You gain advantage on any saving throw against a spell you’ve successfully identified. In addition, when you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Once you use your reaction in this way, you can’t do so again until you finish a long rest.
Sever the Weave
Gained at level 17. You’ve mastered separating the caster from their most prominent spells. When you deal Sneak Attack damage to a creature, you can force it to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature immediately loses concentration on any spell or effect it’s concentrating on, and it can’t use features or cast spells that require concentration for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Once you use this feature, you can’t use it again until you finish a long rest.







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