Rogue
Base Class: Rogue

The arcane is a weapon that can turn some men into walking armies. Dealing with a powerful wizard was once feared a task only capable by the most incredible elite units of combat… until the Magicants came to be. Stealthy and resourceful, these ingenious warriors train to fight the magically-gifted, letting them defeat some of the most powerful men on earth without the need for greater assistance than a well trained pair of companions. Though a selective order, many willing to impart the art exist throughout the world, and their presence is fundamental in preventing the mad masters of spellcasting from simply taking over all of reality.

Arcane Deflection

At 3rd level, you learn the old trick of the Magicants, and their most reliable art: the arcane deflection. You gain proficiency in the Arcana skill, and your proficiency bonus is doubled whenever you make a check with this skill. Additionally, when targeted by the effects of a spell, you can use your reaction to dampen them. You choose one of the following bonuses:

  • Roll your total Sneak Attack dice and add them together. You can reduce the damage dealt by the spell by the total amount rolled.
  • You can roll a single D6 and add it to the saving throw you make against the effects of a spell.

After using this reaction, your Sneak Attack damage is reduced by half until the end of your next turn.

Mage Sense

You can sense the influence of wizards and spellcasters wherever it can be found. As an action, you can use the spell detect magic. It lasts its full duration without concentration, and your intelligence is your casting stat for this spell. You can cast this spell in this manner an amount of times equal to your proficiency modifier, regaining all spent uses upon finishing a long rest.

While it is active, you can make an investigation check to determine if spells have been cast nearby your location recently. The DC is equivalent to 8 + the amount of hours since the spell has been cast. You can only perform this check once per use of this feature.

Spellblank

The secret ways of the Magicant have revealed themselves to you, allowing you to undo the influence of magic. Starting at level 9, you become capable of dispeling magic from objects and individuals. You can, as an action, touch a creature or an object and end one spell or effect caused by a spell from them. You can also choose to transfer the effect to a creature within 30 feet of you. If you do this, the effect’s duration is 1 minute or the remaining duration of the effect, choosing from whichever is lowest, before dissipating entirely.

If the magical effect you are dispeling is one caused by a spell a creature is concentrating on, you can force that concentration to damage the creature. You deal psychic damage equal to your sneak attack dice, and the creature must succeed on a concentration saving throw against that damage or become stunned until the end of their next turn.

You can use this ability on creatures an amount of times equal to your proficiency modifier. You regain all expended uses after finishing a long rest. You can, however, use this ability on objects without expending uses as long as it is of a large or smaller size. When using this ability with objects, you cannot deal damage to any casters in the same manner you would be able to by using this ability on creatures.

Phaze Hunter

Arcanists hide in tenebrous places, and are known to be crafty in their escapes; but your training allows you to find them and end them before their tricks affect you. At 13th level, you can feel the pull of the magic from spellcasters, and know the location of any creatures capable of casting spells within 30 feet of you. When you obtain the blind sense ability at 14th level, you can also detect the presence of creatures in the ethereal plane within the same range as long as the conditions are maintained. You also gain a special attack action you can take freely against enemies within 5 feet of you if they attempt to teleport away from you. This special attack can land a critical hit on a roll of 19-20, and does not cost a reaction.

Magical Resilience

At 17th level, the amount of time you’ve spent fighting the arcane has fortified you against it. You now have advantage on saving throws made against the effects of any spells. Additionally, once per long rest, you can cast the spell Counterspell without verbal, somatic or material components at 9th level and with a range of 100 feet. Once you do so, you cannot use your phaze hunter or spellblank features until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes