Mage Hunter (5e Class)
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Mage Hunter
“ | They call themselves slayers of magic. Can nary fire a spell without it fizzlin' at 'em or blowin' up in yer own face, those damn thugs... | ” |
Hate Magic?
Mage hunters are fighters, who were trained to engage any sort of magic user. While a mage hunter might not be able to win a one on one fight against a barbarian or a fighter, he will most certainly defeat a wizard or a sorcerer, even though the magic users power and level are above his. Mage hunters turn the tide against the unreal and the magical.
Creating a Mage Hunter
By Solarvoid |
Does your mage hunter hate mages? If not, do they hate magic maybe? Did magic twist their lives or ruin them in their past, seeding this hatred into them and thus pushing them to murder magic users? Or is your mage hunter just out for money and a title? Do you prefer quickly killing the annoying caster, or watching with amusement as their best spells fail against you miserably?
- Quick Build
You can make a mage hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence. Second, choose the mage hunter background.
Class Features
As a Mage Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Mage Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mage Hunter level after 1st
- Proficiencies
Armor: Light, shields
Weapons: Simple weapons, Longswords, Shortswords, crossbows
Tools: None
Saving Throws: Intelligence and Dexterity
Skills: Choose two from Insight, Investigation, Perception, Deception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A hand crossbow with a quiver of 30 bolts or (b) a longsword or (c) a shortsword and a dagger
- (a) A dungeoneer's pack or (b) a explorer's pack
- (a) Studded leather armor or (b) a shield
- Certification of a Mage Hunter
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Mage Hunter's School feature |
2nd | +2 | Arcane Sense, Arcana Non Imperii |
3rd | +2 | Mage Hunter's School feature improvement |
4th | +2 | Ability Score Improvement |
5th | +3 | Arcane Sense improvement |
6th | +3 | Offensive Dash |
7th | +3 | Mage Hunter's School feature improvement |
8th | +3 | Ability Score Improvement |
9th | +4 | Mage Hunter's School feature improvement |
10th | +4 | Anti Magic Enchantment |
11th | +4 | Arcane Sense improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Mage Hunter's School feature improvement |
14th | +5 | Enmire |
15th | +5 | Arcane Sense improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Mage Hunter's School feature improvement |
18th | +6 | Anti Magic Enchantment improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Nullify Magic |
Mage Hunter's School
Starting at 1st level you choose a school from which you graduated, and where you learned your craft. Choose either the Assassin, the Spellstopper or the Reflector mage hunter school. You gain features from your subclass at 1st level, and further features at 3rd, 7th, 9th, 13th and 17th level.
Arcana Non Imperii
Starting 2nd level, you are proficient in the Arcana skill, which helps you detect traces of magic. You may double your proficiency bonus if you already have this skill proficiency.
Arcane Sense
Starting 2nd level, you are trained to notice all traces of magic. You can use an action to target a creature or object and inspect them for magic.
If you inspect a creature, you know if the creature has casted a spell or had a spell cast on them in the 24 hours. If you inspect an object, you know if it has any magical properties and how many of them, but not what they are. You can only inspect one creature or object at a time. If you inspect a creature or object within one round of inspecting a different creature or object, you can use a bonus action to inspect the new creature or object instead. You can use this feature a number of times equal to your Intelligence modifier + 1 (minimum 1). When you finish a short or long rest, you regain all expended uses.
Starting 5th level, if you inspect a creature, you know if the creature has ever cast a spell before. Additionally, you know what the most recent spell cast by the creature was and when they casted it.
Starting 11th level, if you inspect an object, you know all the magical qualities it has, if any, including spells it knows.
Starting 15th level, if you inspect a creature, you know the target's original form if the target creature takes on a different form by being transformed by magic.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Offensive Dash
Starting at 6th level, you can quadruple your walking speed when taking the Dash action instead of just doubling it. You must finish a short or long rest before using this feature again.
Anti Magic Enchantment
You, as a person of anti-magic tactics, must be able to have tools able to deal with the like. Starting 10th level, you can spend a minute enchanting your clothing, shield, or armor and imbuing it with anti-magic properties. When wearing this enchanted article, magical slashing, piercing or bludgeoning damage against you becomes nonmagical. You may have up to three enchanted items with this feature at a time. If you enchant more than this amount, one of your previous items, the earliest enchanted, loses its enchantment.
Enmire
Magic is powerful, but sometimes it can come with a cost. As a person adverse to magic, you can enforce that cost to damage casters with reflux. Starting 14th level, you can expend an action to conjure up a field of miring magic reactant up to 120 feet of you. Any creature that casts a spell within this area takes force damage equal to the spells level immediately when they cast it. This field lasts for XD8 turns, where X equals your Intelligence modifier. If a spell requiring concentration is cast and lasts for a duration, the caster take damage at the beginning of each of their turns that their spell stays active. You may dispel this field with a bonus action. If you are knocked unconscious, the field vanishes immediately. You may use this feature once, regaining use after finishing a short or long rest.
Nullify Magic
Magic does nothing to you. You cut down mages and wizards and the like in swift strokes like butter. At 20th level, when you attack a creature with magically enhanced Armor Class, whether by means of spells like shield or mage armor, or other magical means, your attack ignores their defenses and your attack roll only needs to exceed their base Armor Class to succeed.
Additionally, when you are targeted by a spell or magical effect you are aware of, you may expend a reaction to nullify the effect completely. You may use this effect a number of times equal to half your Intelligence modifier, regaining use upon finishing a long rest.
Assassin
Mage hunters that specialized in assasination try to sneak close to mages they need to take out, and kill them before they can actually start casting their spells.
- Element of Surprise
Assassins forte is stealthiness. Starting at 1st level you gain proficiency in Stealth. If you already have this proficiency, then your proficiency for the skill is doubled instead.
- Ambush Positioning
You've honed yourself to be very careful, particularly against magic users. You know just how to hide from them and their fancy spells. Starting at 3rd level, divination spells do not affect you.
- Surprise!!
Starting 7th level, you disrupt spell casting with your stealth. If you surprise a creature that you have sensed to be magical, they cannot cast any spells or cantrips until their next turn after their surprised condition ends.
- Magic Killer
Starting 9th level, you are able to get the drop on any whom you detect to have magic. You have advantage in attack rolls against creatures you have sensed to be magical.
- Rushing Slash
Spellcasters can be horribly slow and you take advantage of that by making a sneaky attack running to them. Starting 13th level, you may expend a bonus action to ready your weapons. When you use the Dash action in the same turn, you may deal damage equal your weapon dice to any creatures you run through as though you made an attack on them.
- Anti-Magic Weapon
Starting 17th level, you can make your weapons extra powerful by having them react to magic. You may apply your Anti Magic Enchantment to your weapons now, spending the same amount of time on them as you would armor. When you attack a creature you have sensed to be magical with this weapon, you may deal extra damage equal to 4d6. The damage type is the same as your weapon. The weapons enchanted count towards your total capacity for equipment enchanted with Anti Magic Enchantment (max. 3).
Spellstopper
Spellstoppers are usually volatile and staunch fighters, who learn how to resist and block spells at a snap. Spellstoppers more often than not are team players, since their offensive capabilities against spellcasters aren't high enough to take them one alone, they can only show their full potential in groups, in which they can block spells, and even absorb spells meant to hit someone else.
- Heavily Armored
Starting at 1st level you have proficiency with medium and heavy armor.
- Extreme Resilience
Starting at 3rd level, when you are damaged by a spell or any magical means, you may use your reaction to halve the damage you take.
- Spell Catch
Starting at 7th level, if another creature within 120 feet of you is targeted by a spell attack, you may expend a reaction to gravitate the spells effects towards you instead and make yourself the target of the spell. If it is a spell requiring saving throws, you automatically fail the save. If both you and the original target are within range of the spells effect, then you take the combined damage for both. You may use this feature a number of times equal your Intelligence modifier, regaining use after you finish a long rest.
- Tread Spell
Magic can't stop you. Starting 9th level, when you use Offensive Dash, if you should run into any areas with magical effects, so long as you do not end your turn in the area of affect, the magic effect does not affect you.
- Judge Null
When it comes to stopping magic, you have it down in spades. Starting 13th level, you may effectively block a creature's ability to access its magic with your enhanced mind's ability to go against magic. You may expend an action to choose one magical quality which you have sensed in a creature and have it nullified and useless for an amount of turns equal to your Intelligence modifier. For spellcasters, you may alternatively choose one spell in their repertoire and block it similarly for the same duration. You may use this feature once, regaining use after you finish a long rest.
- Enmir'all
Starting 17th level, when you use Enmire, the field gains the properties of an antimagic field.
Reflector
Reflectors are fighters with the ability to replicate and reflect incoming spells, throwing them back at casters.
- Guard
Starting 1st level, when you use a shield, your armor class gets a +4 bonus instead of +2.
- Redirect
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged magic attack that does not require saving throws. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your mage hunter level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile retains its spell properties for the attack, but has its range reduced to 20 feet and a long range of 60 feet. You must finish a short or long rest before using this feature again.
- Counterattack
Starting at 7th level after you've been hit by a spell attack that did not require saving throws, you can use your reaction to copy the spell that hit you, and use it against the spellcaster that hit you in the same reaction. The damage you deal is halved, and you can only copy spells that are of a level that are equal, or less than a quarter of your levels in the mage hunter class. You must finish a short or long rest before using this feature again
- Redirect+
Starting 9th level, the range for magic projectiles you catch is increased to 60 feet.
- Extend Guard
Starting 13th level, armor, shields and clothing you imbue with Anti Magic Enchantment render their wearer or user unaffected by the magic missile spell and grant advantage on saving throws against magical effects.
- Bounceback
Starting 17th level, if you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged Attack roll, you may expend a reaction to roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. You must finish a long rest before using this feature again.
Multiclassing
Prerequisites. To qualify for multiclassing into the mage hunter class, you must meet these prerequisites: Constitution or Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the mage hunter class, you gain the following proficiencies: Arcana, Longswords and Shortswords
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