Base Class: Ranger
Magic can be a source for greatness and prosperity, but also death and ruin. Spellbreakers are special rangers whose task it is to dispose of evil mages who use their arcane abilities to bring harm upon others. To do so, they wield special techniques that allow them to detect and analyze spellcasters, break a mage’s focus and ward off harmful magical effects. When dealing with foes that can disintegrate or immolate you with ease, there is no room for error.
Spellsight
Beginning at 3rd level when you choose this archetype, you can discern an individual’s aptitude for magic at a moment’s glance. As a bonus action, you can target a creature you can see within 30 feet of you. You learn its spellcasting ability as well as its highest level spell slot.
You can use this feature once per short rest, unless you expend a spell slot of 1st-level or higher to use it again.
At 11th level, you also learn its spell save DC and spell attack modifier.
Mage Hunter
At 3rd level, you’re adept at dealing with spellcasters and have an advanced understanding of magic. You gain the following benefits:
- You gain proficiency in the Intelligence (Arcana) skill. Your proficiency bonus is doubled for any ability check you make using this skill.
- You learn the absorb elements spell and can cast it as a 1st-level spell, without expending a spell slot, a number of times equal to your Wisdom modifier per long rest.
Spellbreaker Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellbreaker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Spellbreaker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | detect magic |
| 5th | blindness/deafness |
| 9th | counterspell |
| 13th | resilient sphere |
| 17th | wall of force |
Arcane Defense
At 7th level, you’re adept at avoiding the effects of magic. You gain a bonus to all saving throws you make against spells and magical effects equal to your Wisdom modifier.
Break Spell
At 11th level, you’ve learnt a special technique to break the focus of spellcasters. As a bonus action, you can transform all damage dealt by your next successful weapon attack into force damage. When you do so, you gain a bonus to the attack’s damage roll equal to your Wisdom modifier. If the target of the attack is concentrating on a spell, it takes an extra 1d8 force damage and has disadvantage on its saving throw to maintain concentration.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Magic Safeguard
At 15th level, you’ve obtained innate protection against spellcraft. You have resistance to damage from spells.
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