Mage Seeker (5e Subclass)
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Mageseeker
Unlike the Eldrith Knight you weren't trained to emulate the power of mages, unlike the Psi Warrior you do not rely on an ability you have had since birth, unlike the champion you do not rely on brute strength to win the day. No, you are a mage seeker, your sole purpose, the reason you are in this world is to exist as the antithesis to mages. You are here not to use their powers against mages, but to show them just how weak they are.
- You are unable to use this subclass and cast spells at the same time
Seekers Reflexes
- When you take this subclass at third level you learn Seeker Abilities which are fueled by Reflex Points, you know a number of Seeker Abilities equal to your Half your Intelligence Modifier(rounded up) plus your Proficiency Bonus.
- You may swap out a number of Seeker Abilities equal to half your Intelligence Modifier(rounded up) per Long Rest.
- You gain Reflex Points equal to your Intelligence Modifier plus half your Fighter Level(rounded down) that allows you to do various things, these Reflex points recharge on a short or long rest.
- Your save DC for your Seeker's Abilities is equal to 8 plus your Intelligence Modifier plus your Proficiency Bonus.
- You may swap out a number of Seeker Abilities equal to half your Intelligence Modifier(rounded up) per Long Rest.
Intuition
- When subjected to an effect that would make you roll a saving throw to take only half damage you may expend a Reflex point to make the saving throw at advantage.
Resistance
- When you are dealt magical damage you may expend two reflex points to use your reaction to roll a d8 plus your Intelligence Modifier to the number rolled, and reduce the damage by that total. When you next hit with the attack action you deal an extra 1d4 plus your Intelligence Modifier of the triggering type damage. You may also expend a number of Reflex Points equal to the spells level, if you do this you increase the d8 by 1 d8 per reflex points and the d4 by 1 d4 per Reflex Points.
Tracking
- When you deal damage to a creature you may expend two reflex points to deal an extra 1d6 damage and have them roll a Constitution Save, upon a fail they cannot become hidden from you for the next 24 hours even from spells such as invisibility.
Targeting
- When you deal damage to a creature you may expend two reflex points to have them roll a Constitution saving throw, upon a fail they become disabled, a disabled creature takes 1d6 necrotic damage per turn and becomes unable to fulfill your choice of either the verbal or somatic components of spells, upon a success they do not become disabled. A disabled creature may repeat the saving throw at the beginning of each turn.
Destruction
- When you deal damage to a creature you may expend two reflex points to have them roll a Constitution saving throw upon a fail they become disabled, a creature disabled in this way takes 2d4 necrotic damage per turn and becomes unable to concentrate on spells, upon a success they do not become disabled. A disabled creature may repeat the saving throw at the beginning of each turn.
Interrupt
- When a creature within your melee range attempts to cast a spell that uses somatic or material components you may use your reaction to attack them, a creature attacked in this way takes an extra 1d6 damage and must roll a Dexterity Saving throw or the spell will fail and they loose the spell slot regardless.
Distraction
- When a creature within your melee reach attempts to cast a spell that uses verbal components you may use your reaction to have them roll a Wisdom Saving throw upon a fail the spell fails to be cast and they loose the spell slot regardless.
Avoidance
- At Seventh Level you excel at avoiding the dangers of magical attacks due to your routine destruction of mages
- When subjected to an effect that requires you to make a Saving Throw to take only half damage you instead take no damage if you succeed the Saving Throw, and half damage if you fail.
- You gain a bonus to all Saving Throws equal to your Intelligence Modifier
- Additionally you gain the following Seekers Reflexes options
Deflection:
- When you become the target of a magical attack roll you may use your reaction to expend two Reflex point and impose disadvantage on all incoming magical attacks until the start of your next turn.
Concentration:
- When you become subjected to an effect that requires you to make a Saving Throw to avoid gaining a condition you may expend Reflex Points equal to half the spells level to gain advantage on the Saving Throw.
Control:
- When you take the attack action on your turn you may expend 2 reflex points to deal an extra 1d8 damage that turn and have the target make a constitution saving throw, upon a fail their movement speed drops to 0 and they cannot take bonus actions or actions until their next turn
Interception:
- When a creature within thirty feet of you moves out of that radius, including instantaneous movement such as teleportation, you may expend two reflex points to use your reaction and run half your movement speed times your intelligence level in their direction.
Expert Capturer
- At Tenth Level nothing not even mages can escape your grasp.
- At the start of your turn you may expend a number of Reflex Points equal to your Intelligence Modifier to use your bonus action to run an additional twenty feet per Reflex Point. If you would reach a creature before you have used all of your additional movement you may roll a Grapple(Athletics) check at advantage for an additional Reflex Point.
Reflection
- At Fifteenth Level your body begins to change as a result of the magical influences on you from repeated battles with casters.
- Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, you may expend three Reflex Points to roll a d6. On a 1 to 4, you take half damage. On a roll of 5 to 6, you take half damage, and the Effect is reflected back at the caster as though it originated from you, turning the caster into the target.
Subjugation
- At Eighteenth Level you become an expert at the subjugation of Mages
- Any time you become the target of a spell, you may expend Reflex Points equal to the spells level and have the opponent make a Saving Throw using their Spellcasting Modifier against your Save DC upon a fail they become unable to use that spell for the next 24 hours.
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