Base Class: Fighter
Mage Slayer come from and elite sect of fighters that sole purpose is to end all magic in the world. They realize that all issues that this world has are caused by magic and its users, and are tired of them deciding the worlds fate and killing innocents in their quest to become more powerful. At birth the sect of Mage Slayer infuse their children with "Null Magic" a type of magic that isn't of this plane, and only masters of its ways can control. As the child grows they are monitored and trained to use the nullification magic but only in some does it manifest. Those who can use it join the war on magic and are sent out into the world to track down its most powerful casters, good or evil, and destroy them before they can harm any non casting innocents
Mage Slayers don't usually announce themselves as such and keep their identity and abilities as secret as possible, those they tell are usually only close trusted companions or casters they are using to get to a bigger evil. For those who do find out, they don't usually live long enough to tell anyone.
Mage Slayers are often humans, but this isn't always the case) being inherently racist to other races, being as they are magical creatures. Hatred for other non human races and even some magic casters can be set aside as it is always beneficial to take out the most power magic caster and go down from there. This means (for party dynamic mostly) that a Mage Slayer can work with, travel, fight, and in rare cases befriend casters and magical beings in the pursuit of higher forms of magic to destroy.
The official "Mage Slayer" Feat is always recommended to take as it only enhances your natural abilities, (Human Variant race offers a free feat, so that plus the RP aspect of being human greatly benefits this build)
Null Magic
Immunity
Like casters have their cantrips, you have your immunity. As you progress through the ranks of a skilled Mage Ender your ability to shrug off spells and be immune to certain types of magic grows, at 3rd level you are completely immune to all effects of "0" level spells. This ability expands into immunity from "1st" level spells at level 7, "2nd" level spells at level 10, "3rd" level spells at level 15, and "4th" level spells at level 18, and "5th" level spells at 19 and 20
With this ability comes potential draw backs though, this means you are immune to all manner of magics, divine or arcane, good or evil, from your enemy... or your party. Once immunity is granted not even your parties cleric can heal you, magic at that level just does not affect you.
Magic Void
Due to the very existence of the Null Magic running through them this prohibits the player to take any levels in Sorcerer, Wizard, Bard, Cleric, Druid, Paladin, or any other magic based class. Any other class feature pertaining to magic in other classes just simply do not apply to the Mage Ender.
"Spell Slots"
The Mage Ender does not cast magic like any other class there for the spells known and use thereof are strictly different.
Spellcasting Ability
Wisdom is your spellcasting ability for your nullification abilities, since you learn your abilities through innate prowess and practice. You use your Wisdom whenever an ability refers to your Null Magic. In addition, you use your Wisdom modifier when setting the saving throw DC for an ability you cast and when making an attack roll with one.
All Abilities are fully active after a long rest and half as much after a short rest
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Resist Magic
A young Mage Slayers quickest and sometimes most useful defence on the battlefield is their ability to resist an oncoming spell by tapping into their Null Magic and using it as a defensive shield.
To successfully resist a spell attack the Mage Slayer must make an opposing spell attack save, if it is successful than no damage is taken and the spell casters spell slot is wasted.
A Mage Slayer can resist magic 2/day at level 3, 3/day at level 5, 4/day at level 7
Null Zone
At 7th level a Mage Slayer has learned to hone his Null Magic and project it for short bursts of time, in rounds equal to his WIS modifier per day, he can project a 10 foot circle around him of nullification zone. In this zone no magic whatsoever can be cast or used on the Mage Slayer. At level 13, the Mage Slayer can use this ability in minutes equal to his WIS mod.
Suppress Magic
At level 10 a Mage Slayer learns to suppress a casters ability to utilize their spells. As an reaction the Mage Slayer can force the caster to make a WIS check or loose the spell he is casting a waste his spell slot.
This ability can be used 3/day at level 15, 4/day at level 18, 5/day at level 20
Destroy Relic
At level 15 a Mage Slayer can apply his Null Zone to a cursed, spelled, or charmed item to remove that effect without damaging the item in anyway. This will work on both arcane and divine magics and is widely up to the discretion of the DM to decide how powerful of an effect it can remove if it is considered to be more powerful than standard rules that apply
Banishment
At Level 18 the Mage Slayer has full mastery of his Null Magic and can summon it on an attack and implant a portion of his Null Magic into the caster. He can only do this to one target at a time and once the Null Magic is implanted absolutely no magic can be cast by or affect the afflicted caster. This action lasts for as many days equal to the Mage Slayers WIS modifier and cannot be reversed even by him, the Null Magic must run its course before the caster has the ability to use or be affected by magic again.
Previous Versions
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