Fighter
Base Class: Fighter

The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become occult slayers are considered to have seen the error of their ways - although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.

The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that refines her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her masterwork weapon of choice, which serves as the instrument of her vengeance.

Those who have been victimized by spellcasters and seek acceptable ways to oppose them often seek this path. Occult slayers seldom form organizations, although some organizations do exist, because they have discovered that congregating in one place attracts spellcasters intent on making preemptive strikes against them. Instead, occult slayers discreetly meet from time to time to exchange information about spellcasting opponents they have targeted for matches. Otherwise, the occult slayer operates along other adventures, traveling between venues in search of matches that involve spellcasters. Because of the inherent discretion that occult slayers display, a candidate must be chosen and trained by another occult slayer who is willing to share her secrets.

Aura Vision

You are constantly aware of the presence of magic. You are permanently under the effects of the Detect Magic spell, with the following modifications:

  • The spell has a range of 60 feet.
  • It doesn't require Concentration.

Weapon Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. While bonded to the weapon, you gain the following benefits:

  • Unbreakable Bond. You can't be disarmed of the weapon unless you have the Incapacitated condition.
  • Spellhunter. When you hit a creature that can cast spells with an attack using your bonded weapon, the creature takes an extra 1d6 Force damage from the attack. This extra damage increases to 2d6 when you reach Fighter level 11.

You can have only one bonded weapon at a time. If you bond with another weapon, your previous bond ends.

Magical Defense

Your relentless training against the arcane has taught you to recognize the weaknesses of magic and exploit them. You turn your intellect into a defense against hostile spells, while striking with calculated brutality to disrupt the concentration of those who wield them.
You gain a bonus to saving throws against spells equal to your Intelligence modifier (minimum bonus of +1). In addition your strikes are vicious aginst those concentrating on spoells. when you hit a creature with your bonded weapon and deal damage to it, the DC of any Constitution saving throw it makes to maintain Concentration as a result of that damage increases by an amount equal to your Intelligence modifier (minimum increase of +1).

Mind over Magic

Your mastery of countering magic allows you to turn a spellcaster's power against them. Rather than merely resisting hostile magic, you seize control of its arcane force and reflect it back upon its source, making the spellcaster suffer the very magic they intended for you.
When a creature you can see within 120 feet targets you with a spell that doesn't create an area of effect, and misses you with a spell attack or you succeed on a saving throw against the spell, you can take a Reaction to reflect the spell back at its caster. The spell has no effect on you and instead targets the caster, using the original caster's spell slot level, spell save DC, spell attack bonus, and spellcasting ability. The caster is subjected to the spell's normal effects, making any required attack rolls or saving throws against it. If a spell makes multiple attack rolls or requires you to make multiple saving throws simultaneously, you can redirect each attack or portion of the spell against which you succeed. For example, if a creature casts Scorching Ray at you and two of its three rays miss, you can redirect those two rays toward the caster, but not the ray that hits.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Nondetection cloak

Your mastery over the arcane extends beyond resisting magic. You have learned to conceal your presence from those who would seek you through supernatural means, shielding yourself and your possessions from magical observation and detection.
You and your equipment are shielded against magical detection. You can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

Blank Thoughts

Through relentless mental discipline, you have learned to empty your mind of all external influence. Your thoughts become an impenetrable void, leaving no purchase for enchantments, manipulation, or supernatural intrusion. An occult slayer can induce within themselves a state of mental absence, thereby becoming immune to mind-affecting effects.
You have Immunity to the Charmed and Frightened conditions. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it and no creature can control your mind.

Occult Slayer (2024) Image

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