Magi Hunter (5e Subclass)
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Magi Hunter
Ranger Subclass
The magi hunters have witnessed the damage that magic can do when it is placed in the wrong hands. You have committed yourself to protecting both civilization and the wilderness from this rogue magic, and have trained in special techniques to accomplish this goal.
- Magi Hunter Magic
At 3rd level, you have had special training to deal with threats from creatures that can use magic, in addition to your normal ranger training. Your skills with this art grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Magi Hunter Spell table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Spell Level | Spells |
---|---|
3rd | identify |
5th | hold person |
9th | dispel magic |
13th | counterspell |
17th | hold monster |
- Hunting Hounds
Additionally at 3rd level, you have learned to reach out to the spirits of nature themselves to ask for aid. You can summon two fey spirits that manifest as Hunting Hounds, and will travel with you. These creatures can resemble dogs, wolves, cougars, or any other similar 4-legged creature, but they often have unusually-colored fur and glowing eyes. The hounds are friendly to you and your companions, and they follow your commands as best they can. You can communicate with them both telepathically and verbally.
In combat, the hounds share your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to attack or to take the Dash, Disengage, Help, or Hide action. If one of your hounds is reduced to 0 hit points, it releases its physical form and returns to the Feywild. At the end of a long rest, you can spend 5 minutes resummoning any hounds that died.
HUNTING HOUND
Medium fey, chaotic good
Armor Class 13
Hit Points Equal to three times your level in this class + your Wisdom modifier
Speed 30 ft.
STR 12 (+1) DEX 17 (+3) CON 12 (+1) INT 14 (+2) WIS 13 (+1) CHA 11 (+0)
Skills Perception +3, Stealth +5
Senses passive Perception 10, Darkvision 30 ft.
Languages Can understand any languages that you speak, but can't speak
Keen Hearing and Smell. The hound has advantage on Wisdom(Perception) checks that rely on hearing or smell.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage
REACTIONS
Protective Instinct (1/day). If an ally within 5 ft of the hound would be hit by a spell attack, the hound can cast the shield spell on the target ally and on itself. If the ally moves out of range before the start of the hound’s next turn, they lose the effect of the spell.
- Spellcaster’s Bane
Your training has allowed you to master the art of tracking down magic users. You gain an additional Favored Enemy: Spellcasters. When you are tracking a group of creatures, you can immediately tell if any of them have the ability to cast spells. You have advantage on Intelligence checks to recall information about spell effects and identify spells in use. You gain proficiency in Arcana if you don’t already have it. You do not gain an additional language from this ability like you would normally from a Favored Enemy.
- Strengthened Bond
At 11th level, as you grow in power, you begin to strengthen your connection with your hounds. When you reach 11th level, they gain the following effects:
- Your hound's Bite attack now has a +5 to hit, and the damage from the attack increases to (2d6+4) piercing damage. Their attacks are also considered magical for the purpose of overcoming resistances and immunities to nonmagical damage.
- Your hounds armor class increases to 15, and their Dexterity and Wisdom scores each increase by one.
- Your hounds can now use the Protective Instinct ability twice per day.
- Spell Unravel
At 15th level, your understanding of how spells are cast has given you insight on how to disrupt them. As a reaction, you can stop a creature that you can see within 30 ft of you from casting a spell and the spell slot is still consumed. When you do this, you force the target to make a Wisdom saving throw against your spell DC. If they fail, they cannot cast spells until the end of your next turn. You must complete a long rest before you can use this feature again.
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