Base Class: Rogue
You focus your hatred of magic on eliminating those that utilize it. Whatever your reason may be, your goal is to make sure any mage that encounters you does not survive to tell the tale. Through your studies of the arcane, you are able to use the knowledge to gain the upper hand against magic in a fight.
Antimagic Body
Antimagic Body
When you reach 17th level, you have studied how to counter the arcane to the point in which you can briefly produce antimagic effects on your body. As an action, you can cast the Antimagic Field spell. Instead of creating a 10-foot-radius sphere, this spell only covers the 5 foot space you occupy.
You must complete a long rest before using this feature again.
Nullifying Strike
Starting at 17th level, when you hit a creature with a sneak attack, you can force it to make a Constitution saving throw. The DC is 8 + your Intelligence modifier + your proficiency bonus. If it fails, until the end of your next turn, it cannot cast any spells or use any magical or supernatural abilities, and any spells or magical or supernatural abilities of your choice currently affecting it or that it is concentrating on immediately end. This feature affects creatures with an innate spellcasting ability. Regardless of whether the target succeeds or fails its saving throw, an individual creature can be affected only once every 24 hours by this feature. They can only use cantrips and must be focused on.
Spellcasting
Can Cast Spells
Arcane Understanding/Assassination
Arcane Understanding
Starting at 3rd level, you gain proficiency with the (Arcana) skill. If you already have proficiency, double your proficiency bonus.
Arcane Assassination
When you choose this archetype at 3rd level, while in combat, you gain advantage on attack rolls against creatures that you have seen cast a spell in the previous round, and against creatures that are concentrating on a spell.
Predictable Magic
Starting at 9th level, you gain resistance to magic. You also begin to predict the magic being used against you, and as such are better prepared to avoid it. You can add your Intelligence modifier (minimum of +1) to saving throws against spell effects. If it is an Intelligence saving throw, double the Intelligence modifier.
Starting at 9th level, when you damage a creature that is concentrating on a spell, it has a penalty on the saving throw it makes to maintain concentration. The penalty is equal to half your proficiency bonus.
In addition, you can cast Dispel Magic using Intelligence as your spellcasting ability and without using any verbal or somatic components. Once you use this feature, you can't use it again until you finish a short or long rest.
Silencing Strike
By 13th level, you can use a bonus action to coat a weapon of your choice with a toxin which renders a target unable to speak. The next time you hit a creature with an attack using that weapon, the creature must pass a Constitution saving throw. On a failure, the creature loses their ability to speak and communicate verbally for 1 minute.
The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. The affected creature can reattempt the saving throw at the end of each of their turns. You can use this feature 2 times, after which you regain all expended uses after taking a long rest.
At 13th level, you five other creatures and the objects on your person cannot be detected by divination spells. You can choose to exempt certain people from this feature. For example, you could allow your allies to cast Scrying on you.
Furthermore, as a bonus action, you can turn invisible for 10 minutes or until you attack. While invisible, you cannot be seen or revealed by spells and monster abilities such as Faerie Fire or See Invisibility. Once you use this feature, you can't use it again until you finish a short or long rest.
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