Base Class: Rogue
There are those which rule uncontested, those which bend the laws of nature for their own good, those whose power knows no bounds as they tangle the weave in their fingertips...but someone has to keep them in check. Whether silencing the tongue of the wicked ritual cultist or sneaking through the shadows the archmages cannot see, the Mage Slayer is an expert at disabling spellcasters. Whoever said to never bring a sword to a spell fight...clearly hasn't met the mage slayer.
Arcane Intuition
In order to fight magic, one must first understand magic. Starting at 3rd level, gain proficiency in the Arcana skill. Additionally, you can cast the Detect Magic spell twice per long rest and when you cast it, you not only learn the school of magic, if any, but also the level of the spell affecting the creature or object or the approximate rarity of the magic item.
Spellcutter
You have studied the art on concentration, especially when it comes time to breaking it. Starting at 3rd level, you gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if they are concentrating on a spell and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Additionally, immediately after you deal your Sneak Attack damage to a creature and are within 5ft of that creature, you can enhance your attack to deal more damage. Roll half the number of Sneak Attack dice for your level (round up), and the creature takes additional force damage equal to the roll’s total. 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. However, if a creature concentrating on a spell loses concentration as a result of damage you dealt to it, you regain one use.
Woven Resilience
Starting at 9th level, your determination and mental prowess gives you the upper hand against arcane dangers. You gain a number of Woven Resilience points equal to 1+ your Intelligence modifier. When you fail a saving throw against a spell that targets you or an area you occupy, you can use your points on one or more of the following, though you may only use each option once per saving throw:
- 1 point: reroll the saving throw. You must use the new roll.
- 1 point: add your proficiency bonus to the saving throw if you do not do so already.
- 2 points: roll 1d10 and add the result to the saving throw.
Antimagic Tactics
At 13th level, as a reaction when a creature within 60 feet of you begins to cast a spell, you can attempt to interrupt them using a thrown dagger, crossbow bolt, or other dexterous method. Make an ability check using your Dexterity modifier. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Once you have used this ability, you must complete long rest before doing so again.
Additionally, you learn the Dispel Magic spell and can cast it once per long rest. Intelligence is your spellcasting modifer for this spell. If you use this spell to deactivate a magical trap, you have advantage on the ability check used to dispel it.
Archmage Assassin
At 17th level, your mastery in unraveling magic and its spellcasters has made you into the perfect mage slayer. You gain the following features:
- When you are invisible, you also appear invisible to creatures with blindsight and truesight.
- You can't be detected or targeted by divination magic, including scrying sensors.
- Your weapon attacks score a critical hit on a roll of 18–20 when you attack a creature who is concentrating on a spell.
Previous Versions
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7/15/2024 8:57:23 PM
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7/15/2024 9:54:33 PM
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7/15/2024 10:03:53 PM
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