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Mage Hunter (Ranger Conclave)


Hit Points

Hit Dice: d10 per Mage Hunter (Ranger Conclave) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Rangers of the Mage Hunter conclave are often sought out as mercenaries, or bounty hunters, by those who need a mage of considerable power brought down. These Rangers vary greatly in personality, alignment, ideals, and goals; but are unified by one singular belief. The belief that druids, clerics, paladins, and rangers who draw their magic from divine or natural powers are meant to be enforcers of divine will and natural order, and that those who draw from the Weave, Shadow Weave, or unnatural pacts, are a corruption. Some Mage Hunters will make exceptions to this. Most will only hunt those mages they are paid for, or have reason to hunt; but on occasion some of them will hunt indiscriminately to root out mages; regardless of law or morality. Others will tolerate a mage that is beneficial to them, while remaining quick to judge and condemn them for their arcane studies.

Mage Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mage Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rd Detect Magic, Identify
5th See Invisibility
9th Blink
13th Compulsion
17th Scrying

Know Thy Enemy
At 3rd level, you gain advantage on Intelligence (Arcana) skill checks.
Persistent Hunter
Starting at 3rd level, when attacking a mage or magical enemy, you may leave a magical mark on it. This mark is removed if you mark another creature, or if a remove curse spell is cast on the target. As long as this effect is active, you will always know the direction your target is in but not the distance from you. You may only have one of these marks active at any time.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Anti-Magic Absorption
At 7th level, add your proficiency modifier when making a save against magical damage. When you succeed on a save against magical damage, you may sacrifice one hit die to take no damage. If you fail, the spell's damage is reduced by 1d10.
 
Pathway Obstruction
At 11th level, you gain the ability to obstruct an opponent's escape if it is through magical means. If an enemy attempts to travel through any magic, including teleportation, blink, and planar traveling spells, you may choose to force them to make a contested raw saving throw against you. If you succeed, their magical travel places them in a location of your choice that you can see. If you fail, their spell goes uninterrupted.
Once you use this feature, you can't use it again until you finish a short or long rest.
 
Magebane
At 15th level, you become acutely aware of the magic users around you, and you can readily pick out a mage or magical creature at a glance. You become able to recognize a spell as it is being cast. If a target casting a spell is within 5 feet, you may touch them and cancel their spell. If they are further than 5 feet, but still within weapon range, you may make an attack that will deal half damage and set a DC they must pass for a concentration check.
You may use this ability a number of times equal to your Dexterity modifier (minimum of one), and regain expended uses after a long rest.  
 


Created by

Ticklesthegamemaster.

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Class Features

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