Base Class: Ranger
You have trained your entire life to hunt down and kill those who use arcane forms of magic: members of the bard, wizards, sorcerer, warlock classes, arcane trickster subclass, or anyone with the capability to cast arcane spells through feats or items (hereafter called arcanists).
Favored Enemy: Arcanist
You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track arcanists, as well as on Intelligence checks to recall information about them.
In addition, your class features also apply to arcane magics cast by a Favored Enemy. For example, you might roll advantage against a red dragon's spell if you had Favored Enemy: Dragons, but you would not roll with advantage against its Fearsome Presence.
Favored Terrain: Urban
You are particularly familiar with the urban environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking or investigating), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking or investigating other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Hexproof
At 7th level, you gain one of the following features of your choice.
Counterspell
Once per short rest, if you see a caster cast a spell, you may use your reaction to cast Counterspell without expending a spell slot.
Spell Defense
When a creature hits you with an attack, you gain a +4 bonus to saving throws and AC against that creature's spells until the end of its next turn.
Steel Will
You have advantage on saving throws against mind-effecting spells cast by arcanists, such as Charm Person, Hold Person, and similar enchantments.
Arcane Artery
Starting at Level 11, once per long rest, and as part of an attack, you may choose to deal bonus damage equal to the number of uncast spell levels the target has. You must announce this before you roll for your attack, and if the attack misses, the energy is wasted.
For example, if you targeted an 11th Level Wizard that had not cast any spells yet, they would take an additional 47 points of damage, in addition to the damage from the attack itself.
Hush
At 15th level, you gain one of the following features of your choice.
Antimagic Hide
You roll all saving throws against arcane spells with advantage. You also take half damage from arcane spells.
Mirror's Edge
Once per short rest, when a hostile creature misses you with a spell attack, you can use your reaction to force that creature to repeat the same spell against another creature (other than itself) of your choice. This does not use an additional spell slot.
Severspine
Once per long rest, you may use an action to make an attack against an Arcanist. If they fail their saving throw (CHA for Bards, Sorcerers, and Warlocks; INT for Wizards and Arcane Tricksters) they cannot cast spells for 1 minute. This also immediately ends any concentration effects they were maintaining.
Spiritblade
Once per short rest, you can infuse an attack with antimagic energy, causing the target to lose spell levels if it hits. The number of spell levels lost in this way is equal to your spell attack modifier, distributed as evenly as possible across the spell levels.
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