Base Class: Fighter
In realms plagued by vile sorcerers, corrupted wizards, and fiendish warlocks, the Mage Hunter is an archetype to combat these destructive forces. Equipped with an arsenal to slay spell casters, this archetype has a particular set of arcane skills to pull from to change the tide of battle, called Arcane Insights. Able to shield themselves as well as friends from incoming fire and even Counterspell at higher levels, they are pack masters of combat, working for themselves as much as others.
Arcane Affluency
When you choose this archetype at 3rd level, as a part of your knowledge in combating spellcasters, you gain the following features:
Arcane Proficiency
You gain proficiency in Arcana checks
Arcane Insights
You learn the arcane insights from the list below. You can use only one insight per round, with the exception of reactions.
You gain access to additional insights at 5th, 6th, 10th, and 15th level.
As a part of the touch of arcane that runs through your abilities, you are unable to use Arcane Insights while wearing heavy armor.
Arcane Dice
You start with two arcane dice, which are d8s, and you expend one whenever you use an arcane insight. These dice increase to d10 at 10th level, and d12 at 18th level. You regain all of them when you finish a short or long rest.
You gain another arcane die at 7th level and one more at 15th level.
Saving Throws
Some of your insights require your target to make a saving throw to resist the insight's effects. The saving throw DC is calculated as follows:
Arcane Insight save DC: 8 + your proficiency bonus + your Intelligence modifier
Arcane Insights
Choose two of the following Arcane Insights, gaining additional Insights at levels 10 and 15. You may change your insights after gaining a level.
Arcane Deflection
(Prerequisite: Mage Hunter level 10) When an enemy targets you with a damaging spell, as a reaction, expend an arcane die to roll an Intelligence save DC (10+spell level) and choose one target within 30ft. On a successful save, this damage is instead dealt to the target. On a failed save, the damage is split, rounded down, between you and your target evenly.
Arcane Eye
As an action, expend one arcane die to gain one of the following effects:
1) Advantage on perception and investigation rolls for the next hour.
2) You cast Detect Magic
3) You cast Darkvision on yourself (prerequisite: Mage Hunter level 5)
4) You cast See Invisibilty on yourself (prerequisite: Mage Hunter level 5)
You can only have one of these effects active at a time through Arcane Eye
Arcane Floe
(Prerequisite: Mage Hunter level 5) As an action, expend one arcane die to either cast Haste on yourself, or cast Slow, with a Wisdom save DC (8+proficiency modifier + your Int modifier)
Arcane Shield
As a reaction, cast Shield on yourself, expending a die.
Arcane Surge
Expend two arcane dice to gain another use of Action Surge. This can be used in junction with another arcane dice that turn.
Arcane Void
(Prerequisite: Mage Hunter level 15) As an action, expend 3 arcane die to cast Antimagic Field centered on yourself.
Banish
After succeeding an attack roll, expend an arcane dice. The creature hit by the attack must also succeed on a Charisma saving throw (8+proficiency modifier + your Int modifier) or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. If they failed this save by 10 or more, they can only cast cantrips until the beginning of their next turn.
Chilling Strike
On a successful melee hit, expend an arcane dice. Until the end of their next turn, the target's speed is reduced by half, and they have disadvantage to hit. The damage from your weapon attack becomes cold. In addition to this, for the next minute the target has disadvantage on Constitution saving throws.
Mind Burn
(Prerequisite: Mage Hunter level 6) Expend one Arcane Dice to cast Counterspell or Dispel Magic at 3rd level, you may expend additional dice to increase the level of the spell by 1 per arcane dice.
Phanthom Strike
Expend one arcane dice to make a melee attack with your weapon within 30ft on a target within your vision, ignoring cover. This cannot be used in junction with another Arcane Insight.
Shell
As a reaction, when an ally within 30 ft that you can see is targeted by an enemy spell, you may expend an arcane die to reduce the damage taken by twice the amount rolled on the arcane die, plus their dexterity (minimum of 1).
You can increase this number of dice used by 1 at 10th and 18th level.
Spellblade
Expend an arcane dice to gain advantage on an attack roll, dealing additional force damage equal to the amount rolled on the arcane die. At higher levels you may increase the number of dice spent to increase the damage, increasing them by 1 at the 7th, 10th, 15th, and 18th level.
Sunder Armor
On a successful melee strike, expend one arcane dice. If the target is wearing armor, make a Strength check against the enemy AC. On a successful check, the armor is sundered and the enemy's AC is decreased by 2 until the armor is repaired or replaced. On a failed check, the enemy takes and additional 1d6 or whatever your weapon type is.
Uncanny Sprint
As a bonus action, expend one arcane die to double your movement speed until the end of your next turn. During this time, your movement is unimpaired, and rough terrain is neglected for you
Uncanny Stealth
As an action, expend one Arcane Die to give you or an ally that you can see within 30 ft advantage on stealth rolls for the next hour.
Winds of Magic
Expend two arcane dice to regain a use of Second Wind
Arcane Knowledge
Starting at the 7th level, you may add your proficiency bonus to any Intelligence check that doesn’t already use your proficiency bonus.
Arcane Blade
At 7th level, whenever you make an attack from a non-magical melee weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades when it leaves your grasp.
Spell Eater
At 10th level when you are dealt damage by a spell of 1st level or higher, as a reaction gain one temporary Arcane Die, with a maximum additional dice of 1/2 your proficiency modifier. Any additional dice gained this way are removed after a short or long rest.
Persistent Hunter
At 15th level if you begin combat with no arcane dice remaining, you regain one arcane dice.
Sever the Mind
At 18th level after a successful melee attack roll against a target, the target must make an Intelligence saving throw against your Arcane Insight DC. On a failure, roll 1d6, and they lose a spell slot of the corresponding level. They can only lose spell slots this way once per round, and for the next minute after the first failure they have advantage on this saving throw. On a successful save, nothing happens.
In addition to this, you have advantage on saving throws against spells and other magical effects.
Previous Versions
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1/2/2020 10:31:30 PM
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1.5
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Coming Soon
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