Anti-Mage (5e Class)

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Her frail frame seems like a lie, as she rushes out of the flames around her. She hits the warrior with a bare fist, as a large impression is made in their chest plate and the warrior is thrown back with the weight of the strike. Multiple missiles of magic strike her from further away, but she smiles and seems to appreciate the attack.

She is an anti-mage, a warrior with the ability to absorb magic, using the power of spellcasters as a fuel to their own destruction. Anti-mages can use arcane power to increase the power in their muscles, the quickness in which they are able to think, and as a shield against magical effects.

Created by Magic, to Destroy Magic[edit]

Anti-mages are created trough magical rituals, that turns their bodies into batteries of arcane potential. Their bodies are covered in magical runes and glyphs, that represent the schools of magic, that serve as siphons for the magical energy. This energy is filtered, becoming useless for spellcasting, but becomes a source of strength and ability enhancement. As they are filled with magic, they become more and more sensitive to magical energy around them, turning them relentless hunters of mages.

It is hard to track the exact origin and purpose of anti-mages. Some say they have been created by ancient wizard orders, in a time when wizards constantly fought and compete with each other, to steal arcane secrets or magical artifacts. Anti-mages purpose were, at that time, to act as protectors of their mage creators, and hunters off their rivals. Since their creation, however, the method in which anti-mages are created have been discovered by other orders. Some inquisitors use this power to hunt evil spellcasters - or any spellcaster that pose a threat to them.

Creating an Anti-Mage[edit]

As you make your Anti-Mage character, think about your connection with magic, how you became an Anti-Mage. Were you a sorcerer that had a weird reaction to being bitten by a vampire? Was a wizard performing experiments on city children, and you were one of the children?

Consider life after becoming a Anti-Mage. Did you find anyone understanding or supportive after you started showing the first signs of becoming an Anti-Mage? Did you need to gain the services of less than savory guilds or groups just to survive?

Lastly, think about your goal. Is it a curse for you that you are trying to undo? Are you trying to lean into these odd powers, and find the secrets they may hold? Either way, an Anti-Mage is usually chaotic in alignment.

Quick Build

You can make an Anti-Mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Hermit background.

Class Features

As a Anti-Mage you gain the following class features.

Hit Points

Hit Dice: 1d10 per Anti-Mage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Anti-Mage level after 1st


Armor: Light Armor
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcane, Athletics, Deception, Insight, Perception, Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) a simple weapon
  • an explorer's pack
  • Leather armor
  • If you are using starting wealth, you have 10gp in funds.

Table: The Anti-Mage

Level Proficiency
Features Brawl Consumed
1st +2 Brawl, Arcane Absorption 1d4 1
2nd +2 Mana Augmentation, Arcane Sight 1d4 1
3rd +2 Methodology, Shape Magic 1d4 1
4th +2 Ability Score Improvement 1d4 1
5th +3 Extra Attack, Arcane Enhanced Strikes 1d6 2
6th +3 Spell-breaking Fists, Methodology Feature 1d6 2
7th +3 Impervious, Cleansing 1d6 2
8th +3 Ability Score Improvement 1d6 2
9th +4 Mage Slayer Rush 1d6 3
10th +4 Cultivated Endurance 1d6 3
11th +4 Methodology Feature 1d8 3
12th +4 Ability Score Improvement 1d8 3
13th +5 Magic-User's Nemesis 1d8 4
14th +5 Mana Burn 1d8 4
15th +5 Persistent Augmentation 1d8 4
16th +5 Ability Score Improvement 1d8 4
17th +6 Methodology Feature 1d10 5
18th +6 Anti-Mage Counter 1d10 5
19th +6 Ability Score Improvement 1d10 5
20th +6 Arcane Blood 1d10 5


At 1st level, you know that relying in anything other than your own body can be dangerous when dealing with magic. Thus, you learn how to use your unarmed strikes as weapons. You cause 1d4 damage with your unarmed strikes, instead of the normal damage. The damage of your unarmed strikes increase as you gain levels in this class, as shown on the brawl column on the anti-mage table.

You also know how to strike with quick sequences or powerful blows. Whenever you hit a creature with an unarmed strike, you can make an opportunity attack against the same creature, or use your reaction to Shove that creature.

Arcane Absorption[edit]

Starting at 1st level, you can use the arcane power hurled at you to empower your own body. When you make a saving throw against a spell of 1st-level or higher, or is target of one, you gain 1 arcane point, plus 1 per level of the spell. The maximum amount of arcane points you have equal to your level in this class.

You lose any unspent arcane points when you finish a long rest. In addition, if you have at least 1 arcane point, you can spend 1 hit die, instead of 1 arcane point, to fuel features that require arcane points.

You can use the spell points to enhance your abilities. You have three such abilities: Body or Mind Acceleration, shown below.

Body Acceleration

You can spend 1 arcane point to take the Dash, Dodge or Disengage actions as a bonus action. Alternatively, you can make an unarmed strike using your bonus action by spending 1 point.

Mind Acceleration

You can spend 1 arcane point to make an Intelligence, Wisdom or Charisma check that normally requires an action.

Spell Resilience

You can spend 1 arcane point to give yourself advantage on a saving throw against the effect of a spell, as a reaction.

Arcane Augmentation[edit]

At 2nd level, you can use the arcane power infused in your body, improve your strength and endurance for a short period of time, to a great degree. As a bonus action, you can spend 1 arcane point to gain the following benefits for 1 minute:

  • You have advantage on Dexterity and Wisdom saving throws.
  • You gain resistance to the damage of spells.
  • You have advantage on saving throws against spells.
  • You cause additional damage equal to the amount of arcane points you currently have.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Arcane Sight[edit]

Also at 2nd level, you have the ability to sense magical auras, as in the detect magic spell, that you can manifest in the following: a 30-foot cone; a 15-foot radius sphere; or a 60-foot long and 5-foot wide line. You can activate your Arcane Sight as an action, and, when active, it lasts for 10 minutes. In addition to magical auras, when used to look at a creature, you learn if the creature is capable of casting spells. You can use this feature a number of times equal to your Intelligence modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.

Shape Magic[edit]

At 3rd level, when you are in the area of a spell that causes damage, you can choose a number of creatures in the area up to your proficiency bonus, spending 1 arcane point per chosen creature, using your reaction. The chosen creatures gain resistance to that instance of damage of that spell.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Enhanced Strike[edit]

At 5th level, you can use your arcane points to enhance your unarmed strikes, channeling trough your fists. When you hit a creature with an unarmed strike, you can spend 1 arcane point, causing additional damage equal to 1d10 + your Constitution modifier.

Spell-breaking Fists[edit]

At 6th level, your unarmed strikes ignore resistances and immunity to non-magical damage.


Starting at 7th level, your body is extremely enduring to magical effects. When you make a saving throw against a spell effect that allows a saving throw to halve the damage, you take no damage on a success, or half damage on a failure.


Also at 7th level, you can take a time to focus your body and rid yourself from magical effects. Whenever you are under the effects of a spell, you can use your Action to end that spell on you.

Mage Slayer Rush[edit]

Starting at 9th level, when you roll initiative if you aren't surprised, you can choose to evaluate and prioritize your targets on the battlefield. If you do so, on your first turn of combat, you can move up to your movement speed towards an hostile creature of your choice. If you end your movement within 5 feet of a hostile creature, you can make a unarmed strike. On a hit, that creature can't cast spells of 1st-level or higher on its next turn.

Cultivated Endurance[edit]

At 10th level, choose two saving throw proficiencies from Strength, Dexterity, Intelligence or Wisdom. You become proficient in saving throws with the chosen proficiencies.

Magic-User's Nemesis[edit]

At 13th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

Mana Burn[edit]

At 14th level, you learn how to supercharge the arcane energy inside someone. When you hit a creature that has the ability to cast spells with a melee weapon attack, you can force the creature to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity bonus. On a failure, the creature will lose its highest level spell slot. In addition, the creature takes additional damage equal to 1d8, plus 1d8 for each level of the spell slot, to a maximum of 5d8. The damage is force. You can use this feature a number of times equal to your Constitution modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest.

Persistent Augmentation[edit]

Beginning at 15th level, your ability to store arcane power is so efficient that your augmentation only ends early if you fall unconscious or if you choose to end it.

Anti-Mage Counter[edit]

At 18th level, you gain the ability to counterattack when a spellcaster tries to cast a spell nearby. If hostile spellcaster within 30 feet cast a spell, you can use your reaction to move to an unoccupied space within 5 feet of it make one melee weapon attack or unarmed strike against the creature, if within reach. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attackā€™s normal effects.

Arcane Blood[edit]

At 20th level, your body becomes a infused by all the arcane magic you have endured, and can now produce arcane power. When you start your turn and have no arcane points, you regain 1 arcane point.


Method of the Cloak[edit]

Anti-mages from the cloak method gain this moniker as a reference to the wizards that have first created them. These anti-mages have the most amount of control over the magic they absorb, and can even produce some lesser magical effects, to some extent, trough the magical glyphs carved on their bodies.

Spell Augmentation Glyphs

Starting at 3rd level, whenever you absorb arcane power, record the spell school from the level cast by you, and the points gained from that school. You have glyphs of two schools tattooed on your, and gain a new one at 6th, 11th and 17th levels.

When a power of your spell augmentation glyphs require a saving throw, the save DC equals 8 + your proficiency bonus + your Wisdom modifier. When you use your Arcane Augmentation, you gain additional special powers depending on the source of the spell points:

Abjuration. While augmented, you and all friendly creatures within 10 feet gain half cover against creatures outside this radius.
Conjuration. You can use your bonus action to teleport to an unoccupied space you can see within 20 feet.
Divination. You gain blindsight up to a range of 30 feet. In addition, you can use your reaction to impose disadvantage on attacks made against you, as you foresee the attack.
Enchantment. As a bonus action, you can attempt to inspire awe or fear on a creature. A creature must succeed on a Wisdom saving throw or is either charmed or frightened for the duration of the augmentation, or until you use this bonus action again.
Evocation. You can use your Action to unleash arcane energy in a 10-foot radius or a 15-foot cone, forcing creatures in the area to make a Strength saving throw, or take 2d8 force damage and be pushed 10 feet back.
Illusion. When you augment yourself and as a bonus action in each subsequent turn you can create a illusory copy of you in an unoccupied space within 30 feet. You can make attacks from your copy space, causing psychic damage, instead of normal damage, on a hit. In addition, while the copy is within 5 feet of you, if you are hit by an attack, you can use your reaction to cause the attack to hit the copy instead. The copy has an AC of 10 and 1 hit point.
You can have only one copy at the same time. Creating another destroy the previous one.
Necromancy. Once per turn, when you damage a creature with an attack, you can choose to cause necrotic damage. You regain hit points equal to half the necrotic damage caused.
Transmutation. You can quickly morph and adapt your body to resist damage. When you augment yourself and as a bonus action in each subsequent turn, choose one damage type. You gain resistance to damage type until the start of your next turn.
Limited Magic

At 6th level, you gain the ability to cast some of the spells that have been absorbed by you. When you absorb a spell from a school you have a tattooed glyph, you can store that spell on your body. The spell must be of 2nd-level or 1st-level.

You can cast that spell a number of times equal to your proficiency bonus, and regain your uses after completing a long rest. You lose the ability to cast that spell upon completing a long rest.

Magic Capture

At 11th level, you can use your limited magical potential to steal magic before it is even cast. You can cast counterspell once, without spending spell slots. When you do so successfully, you gain arcane points as if you had absorbed magic.

In addition, you can cast this spell by spending 4 arcane points. You can cast it at higher levels, increasing the level in 1 for each additional arcane point spent. The maximum amount of arcane points you can spend on this ability equals half your Anti-mage level.

Suppressive Aura

At 17th level, you can suppress a certain type of magic, depending on the glyphs you have. You create an aura of anti-magic, that have similar effects to the antimagic field, but it lasts for the duration of your augmentation, and only affect spells and magical effects from the schools you have glyphs tattooed on.

You can activate this aura at the same time you use your augmentation, and when you do so, you can't do it again until you finish a short or a long rest.

Method of Gauntlet[edit]

Warriors who have cut ties with their mage overlords, these anti-mages are the guardians. Some follow this path to protect others from the harms of irresponsible use of magic; others act as bodyguards or sentinels of areas that have threat of being attacked by magic.

Defensive Mastery

At 3rd level, you gain proficiency with medium and heavy armor and with shields. In addition, while wearing an armor or shield, you can spend 1 arcana point whenever you or a friendly creature within 5 feet are hit by an attack, to force the attacker to reroll, choosing the lowest value.

Augmentation: Defensive Enhancement

At 3rd level, when you are augmented, you gain resistance to all damage types, instead of only against damage from spells.

Magical Deflection

At 6th level, you can use your Spell Resilience ability to protect a creature within 5 feet of you. In addition, you don't spend arcane points to use Spell Resilience while augmented.

In addition, when you take damage from a ranged spell attack, you can use your reaction and spend 1 arcane point to deflect it. You reduce the damage of the spell by 1d10 + your Wisdom modifier + your Anti-Mage level. If you reduce the damage to 0, you can choose a new target within 60 feet, using the same attack bonus that have hit you. If the spell attack is from a spell of 1st-level or higher, you must spend additional 1 arcane point per level of the spell to be able to deflect it.

Sentinel Augmentation

At 11th level, when your augmentation is active, you can take a reaction once in each creature's turn.


At 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Method of the Scalpel[edit]

Relentlessly hunting wizards and witches, followers of the scalpel are mage killers, who cruelly slay spellcasters, and often have a deep hatred for them. This method is one of the only that hasn't be developed by magic users.

Weapon Mastery

At 3rd level, you gain proficiency with martial weapons. In addition, you can use your Dexterity, rather than your Strength, for your attacks and damage rolls with weapons you are proficient with and for your brawl.

Augmentation: Violent Surge

When you are augmented, you enter in a violent surge. For the duration of your augmentation, you can use your bonus action in each of your turns to move up to half your movement speed towards a hostile creature. If the hostile creature has cast a spell since its next turn, you can move up to your movement speed.

If you end your movement within 5 feet of a hostile creature, you can make an attack as part of your violent surge. You lose 1 arcane point per turn you remain on this surge. The surge ends if you have no arcane points left.

Your violent surge if you haven't attacked a creature since your last turn.

Mind-Breaking Strikes

At 6th level, you learn how to let deep wounds on your targets, that prevent mages from thinking clearly. Once per turn, when you hit a creature with an attack made while augmented, that creature has disadvantage on Intelligence, Wisdom and Charisma checks and on Concentration checks made until the end of your next turn.

In addition, creatures forced by your target to make a saving throw make that save with advantage.

Vengeful Flurry

At 11th level, if a creature you can see have cast a spell since your last turn, you can make three attacks, instead of two, when you take the Attack action. All attacks must be made against the same creature.

In addition, once per turn when you take the Attack action, you can spend 1 arcane point to make one additional attack as part of that action.

Superior Speed

At 17th level, you can use your Body Acceleration feature without spending arcane points. In addition, while augmented, you can use your Body Acceleration as a reaction, rather than using a bonus action.


Prerequisites. To qualify for multiclassing into the Anti-Mage class, you must meet these prerequisites: 13 minimum Constitution score, not able to cast spells (Unless the DM allows retraining of the entire casting class, replacing those levels with Anti-Mage levels)

Proficiencies. When you multiclass into the Anti-Mage class, you gain the following proficiencies: Light Armor

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