Base Class: Fighter
A Mage Hunter is a warrior whose training specializes in hunting down practitioners of magic. They have learned to use spells against their enemies while relying on powerful anti-magic techniques.
Arcane Sense
Starting at 3rd level, you gain the ability to sense the presence of magic.
- You can cast the spell Detect Magic at will without expending a spell slot, but only to detect magic within a 30-foot radius of yourself.
- You have advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to detect or track creatures that can cast spells.
Megabane
Also at 3rd level, you gain the ability to deal extra damage to spellcasters.
- Once per turn, when you hit a creature that has spell slots with a weapon attack, you deal an extra 1d8 force damage. This damage increases to 2d8 at 10th level and 3d8 at 18th level.
- Additionally, your attacks disrupt concentration; creatures you hit have disadvantage on Constitution saving throws to maintain concentration.
Disruptive Strike
At 7th level, your attacks are capable of disrupting spellcasting.
- When a creature within your weapon's reach attempts to cast a spell, you can use your reaction to make a weapon attack against that creature. If the attack hits, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, the spell fails, and the spell slot is wasted. Additionally, the target takes an extra 1d10 force damage on a failed save.
Spell Shield
Beginning at 10th level, you learn how to shield yourself from magical effects.
- You gain resistance to damage from spells.
- As a reaction when you take damage from a spell, you can reduce the damage by 1d10 + your Wisdom modifier + your Fighter level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Arcane Interference
At 15th level, your strikes can leave spellcasters unable to use their magic effectively.
- When you hit a creature with a weapon attack, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, the creature is unable to cast spells until the end of your next turn. You can use this feature once per turn.
Bane of Mages
At 18th level, you become a true bane to all spellcasters.
- When a creature within 30 feet of you casts a spell, you can use your reaction to force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, the spell is negated, and the spell slot is wasted.
- You gain immunity to being charmed or frightened by spells.
- You have advantage on all saving throws against spells.
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