Anti-Mage
Hit Points
Hit Dice: d10 per Anti-Mage level
Hit Points at first Level: 10+con
Hit Points at Higher Levels: 1d10 +con or 6+ con
Proficiences
Armor: medium and shields
Weapons: martial and simple
Tools:
Saving Throws: Dexterity and Intelligence
Skills: Acrobatics, Athletics, History, Arcana, Religion,
Overview & Creation
In a world where the ones who have mastery over magic and the ability to alter reality are common, so too are the ones who seek to juxtapose them. Where as the mages represent the power and energy that underlies the universe, the Mage Hunters are the void of energy the negative to a positive. Using that energy they excel at weakening spells and draining magic from all but the most talented of magic users. They dive into the fray body and mind prepared for whatever destructive or beguiling forces are thrown against them.
Class Features
Void energy
Just as those who wield the arcane and divine call upon their sources of power, you can call upon a source of negative energy known as void. At level one, you may call upon void energy to counteract spells and dampen their effects. However channeling this Void energy is taxing and you suffer by calling on it. Whenever an enemy you can see attempts to cast a spell you can spend hp equal to the spell's level to do one of the following features. You can pay the price multiple times to use another effect.
Spell Shield
You may halve the damage of the spell to one target
Dampen Power
You may grant a target of the spell advantage on the saving throw
Void Rift
You may half the effective size of the aoe of the spell
Mind Break
At level three whenever you hit a creature that has spell slots you may suffer 1d6 psychic damage to destroy a first to third level spell, 3d6 for every fourth level, 5d6 for every 5th level, and 8d6 for every 6th level spell.
Ability score improvement
At level four you may improve one you ability score by two or two ability scores by one. They cannot go over 20. You can choose to not take an ability score improvement and take a feat instead. You receive another ability score improvement at level 8, 12,and 16.
Extra Attack
At fifth level whenever you take the attack action on your turn you may make two attacks instead of one.
Void wielder
At sixth level, you have begun to channel void energy more efficiently and have gained a new set of abilities
Binding Strike
After attacking with Mind break you can choose a school of magic. All spells of that school have their damage halved and any saving throws to avoid them are made with advantage.
Silence
Choose verbal semantic or component. The target spellcaster cannot use that type of spell until the end of his next turn.
Spell Lock
You can delay the spell from being cast for one turn and triggering it later. During this turn however you cannot use a bonus action-reaction or movement. You may still speak to allies and issue warnings.
Void tolerance
At ninth level, your body has begun to accept the void energies that you use. You can now spend one of the first level void energy abilities without suffering damage.
Magic sense
At the eleventh level, you are able to determine if a spell or magical item is active within 30 feet of you. You do not know where or who the magic emanates from but you do know its school and generally how powerful it is.
Void conduit
At fourteenth level, due to your constant use of void energies, you have become tolerant to the backlash from them. You are resistant to all damage done to you as a result of your anti-mage abilities.
Void master
At seventeenth level, you have mastered all forms of void magic granting you additional abilities.
Disruption
You may pay twice the normal amount of damage taken to force the enemy into making a contested concentration check. On a failure, they lose concentration on any spell they are casting.
Void Sphere
You may place an anti-magic dome of a fifteen-foot radius around yourself taking four physic damage for all creatures you would affect. Every round is active take damage equal to the number of creatures in it.
Disenchant
Taking damage equal to the CR of the creature or level of the spell you may destroy undead, animated objects or illusions.
Rend the Fabric
At twentieth level when you use mind break on a creature with no spell slots remaining, you may force them to make a Constitution saving throw. On a success, they can no longer cast spells for one year as you severe their connection to the fabric of reality.
Starting Equipment
A.) Longsword or B.) Glaive
Shield
A.) Studded Leather or B) Chainmail
A.) 5 darts or B) 3 javelins
Subclass Options
Archetypes
Shadow Master
Masters of manipulating the negative energies of the void, Splitters see themselves less as an enemy of mages and simply ones who have mastered a superior art. Pulling shadows and beings of the void into the world to feast upon the weave of magic they accel at striking fear into their enemies and destroying all those who think themselves safe behind magical artifacts and spells.
Shadow Clone
When you choose this archetype at level two you gain access to the shadow clone ability. As an action on your turn, you may take psychic damage equal to your level to summon a shadow clone of yourself. The clone has the same base stats as you but only half of your HP and deals half damage to all enemies it attacks. However, when attacking a target adjacent to you, it gains advantage on its attacks and it can use mana break. You can use this ability once every short rest.
Shadows Gather
At seventh level, you may suffer twice your level in psychic damage to summon a second shadow clone. All shadow clones also gain increased effectiveness.
Shadow clones now have a hover speed of twenty feet.
Shadow clones may now make two attacks in one turn.
Shadow clones may now carry items up to twenty pounds but not wield them or use them as if they were combat weapons or magic items.
Essence shift
At tenth level, you have learned how to use your clones energies to shield yourself from harm. As a bonus action, you may destroy a shadow clone to gain half of its hit points as temporary hit points.
Shadows Whisper
At thirteenth level when taking a long rest you may send out a shadow clone of yourself. It can be ordered to scout or keep watch. In the morning it will tell you what it has seen however it is a being of darkness and not native to this world in any way. Its descriptions will be strange and cryptic.
Shadows Darken
At fifteenth level, you may pay three times your level to summon a third shadow clone. Your shadow clones also gain increased effectiveness.
Your shadow clones can now summon all at once but still require the health total to be paid.
Your shadows are now incorporeal and can move through walls and physical objects. If a shadow ends its turn in a physical object it takes 2d6 force damage.
Whenever a shadow clone dies each creature in an adjacent square must make a saving throw equal to 8+ your proficiency+ intelligence modifier. On a fail, they suffer 3d6 psychic damage and are frightened of you for 1 minute repeating the save at the end of their turn.
Manifestation
At eighteenth level, your shadow clones now deal full damage when you are at half health.
Mage hunter
Not content to sit back and merely wait for a lich or wizard tyrant to rise up Mage hunters set out into the world to destroy any source of powerful magic that would be used for evil. Whether on a crusade to destroy all magic or to patrol the world in search of a way to limit magic they are a welcome sight to see in any town beguiled by foul sorcery.
Void Shift
When you choose this archetype at level two you gain the ability to move swiftly through the void. As a bonus action, you may move up to your speed in a straight line passing through objects and terrain.
Void Strike
At level seven, when using your void shift feature you may make a melee attack against any creature within range when you exit.
Echos in the Dark
At level ten, on your turn, you may use a bonus action to set an anchor on your current location. On your next turn if you have used Void Shift or Void Strike you teleport back to the anchor location.
Nothing Personal
At level thirteen you have gained pinpoint accuracy with your void shifts. When you make an attack action on your turn you may use Void Strike to teleport directly behind your target. Your next attacks against that target this turn will have advantage.
Shelter of the Dark
At fifteenth level, when you are subjected to an attack or spell that will deal damage you may use your reaction to shunt yourself into a pocket dimension. While there you cannot be targeted and you only reappear after you void shift. Every turn you end in the void shelter you suffer one level of exhaustion.
Dark Emergence
At eighteenth level, when you use Void Shift or Void strikes you are invisible for one round after using it. Any creature within ten feet of you when you shift is able to see you.