Ranger
Base Class: Ranger

Mage Hunters can generally be bounty hunting loners or social adventure guild members. There are those that take up the cause against a spellcaster for personal reasons, villages destroyed by a young wizard or a town infested by a horde of zombies led by a necromancer, but there are specific families dedicated to the life of hunting spellcasters. These houses have libraries that story the history of their craft. They raise those within their walls with the doctrine of dark magic.

Trained for Magic Hunting

These hunters have chosen to perfect their deadly weapon play with elements of eerie dark magic to create disruptive combat techniques. Their deep knowledge and unnatural connection with ancient dark magic allows them an advantage in tracking, hunting, and destroying even the most resilient of spellcasters. By mastering control over their own arcane  powers and the arcane power of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew alchemical tonics or potions to support their fighting style, Others go further, reaching out and making a pact with lesser dark entities in hopes of summoning minions to fell greater evils. Many mage hunters push too far for their goals, falling to their own hubris or becoming a pawn to a spellcaster. This is the greatest fear of the mage hunter houses, and of the society at large that support them.

The mage hunter lives a supernatural life of hunting down spellcasters for one reason or another. Common folk are generally glad when one comes around to take care of a power crazed sorcerer or a necromancer raising their dead family members. Nobles often will higher them to retrieve magical artifacts or the mage themselves for debts owed. Druids, Sorcerers, Wizards, and Warlocks fear them trying to keep their distance, unless trust is earned. Paladins and Clerics are usually enemies of the dark magic users, but have been known to set aside differences to handle major issues.

Arcane Studies

Starting at 3rd level, you gain the spellcaster as a favored enemy and proficiency in arcana. Your study of them has given you an understanding of the weave granting the following spellcasting benefits:

Cantrips

You learn three cantrips of your choice from the wizard spell list.

Spells Known of 1st Level and Higher

You have access to the wizard spells list when you are picking spells for leveling up. 

Ritual Casting

You can cast a ranger or wizard spell as a ritual if that spell has the ritual tag. 

Magic Awareness

When you get your mage hunter tattoos at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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.

Warding Tattoos

In your study of occult lore, you have unearthed markings of forbidden knowledge that allow you to create tattoos that imbue you with warding ability. At 3rd level, when you become a target of a spell or magical effect (including spells that target multiple targets) by someone other than yourself, you can choose to have the caster takes psychic damage equal to your proficiency bonus. This damage is only applied once per spell (example: scorching ray targets 3 creatures, if you are picked for all 3 targets damage is only applied once).

Tribal Tattoos

Your occult studies venture into the orcish tribal markings and skin production against magic. Starting at 7th level, your tattoos give you advantage on saving throws against spells and other magical effects. Additionally, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Mage Killer

Starting 11th level, you are able to strike down any whom you detect to have magic. You have advantage on your attack rolls when you are concentrating on features (like favored foe) or spells (like hunter's mark) against a creature that can cast a spell of 1st level or higher.

Eldritch Ward

At 15th level, you learn the ancient magic to enhance your tattoos for a heavier eldritch ward further covering your body. You have resistance to damage from spells.

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