Base Class: Ranger
Among the people of Glimmourne, a great deal of fear and confusion exists regarding magic and its applications. After centuries of unrest and prophecies foretelling the end of Glimmourne, the Gray Arrows emerged as a result. These mage hunters became too bold and over eager to be held at bay. They were taught how to manipulate the ley lines as they threw others away from them. Conjuring special auras that debilitate those who rely upon the ley. Their purpose is to hunt spellcasters who might be a danger to society. The teachings and traditions of the Gray Arrows are still passed down among Rangers who want to continue their traditions.
Arcane Hound
Starting at level 3, you can cast the spell. Detect Magic at will without expending a spell slot, and you do not have to concentrate on it.
Shrieking Aura
Starting at 7th level, you have a special aura that is only perceivable to creatures who are trying to channel magical energy. Such creatures hear a constant ringing sound when they look at you or hear your voice, which causes their minds to drift from the ongoing magical effect.
Any creature you can see or hear within 30 feet makes concentration checks with disadvantage unless you choose to exclude them from this effect. When you hit a creature with a weapon attack and cause them to make a concentration check to maintain the spell, the DC for the save is equal to your spell Save DC (whichever is higher).
Arrow of Erasure
Starting at 11th level, you learn the spells, Dispel Magic and Counterspell, which you treat as if they were on the ranger spell list. The range of the those spells when you cast them becomes the range of your ranged weapon, and your ability checks using them have disadvantage if the range weapon is fired at a range when it would normally have disadvantage.
When you use your reaction to cast counterspell, you may also make a ranged weapon attack against the creature. You're targeting as part of the spell. If it does not hit then counterspell also has no effect.
Once per turn, when you hit a creature with the ranged weapon attack, you may also cast dispel magic with the creature you hit as a target, expending a spell slot as normal. Your ability check for dispel magic is rolled with advantage when cast this way. This casting of dispel magic cannot be counterspelled.
Sever the Weave
Starting at 15th level, you can use a special ammunition for the range weapon or imbue an existing piece of ammunition with a special anti-magic field. You choose to use this ammunition when you make an attack roll using a ranged weapon. If you hit a creature with it, the creature must make a Wisdom saving throw. On a failed save, they take 6d10 psychic damage in addition to the weapon damage, or half as much damage on a success.
Additionally, a creature that fails the Wisdom saving throw cannot cast spells of 1st level or higher for 1 minute unless they succeed the Intelligence saving throw when in attempting to do so, and the spell fizzles on a failure (still expending the spell slot). If they fail this saving throw, they may choose to expend a second spell slot equal to at least half the level of the spell they're trying to cast (round it up), in which case they do cast the spell successfully.
You can use this feature 3 times per long rest. You choose to use this feature before making an attack roll, and if it misses, that use is still expended. A creature cannot take the damage from this feature a second time while still suffering from ongoing effects.
Previous Versions
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