Anti-Mage Conclave (5e Subclass)

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Anti-Mage Conclave[edit]

AI generated image of a white-haired Anti-Mage ranger disrupting the blonde caster's spell.

Ranger Subclass

There are few things more antithetical to the harmonies of nature than arcane magic. When a mage invades an otherwise serene area, someone needs to evict them. Thus is the mission of the Anti-Mage Conclave of rangers. Their skills and abilities are finely honed to enable them to challenge those who would wield unnatural powers against them. Anti-Mages (or "Dispellers" as they are sometimes known) can sense, inhibit, and resist spells and their casters through both their own more primal form of magic and their innate abilities.

Anti-Mage Magic[edit]

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Anti-Mage Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Anti-Mage Spell Table

Level Spell
3rd Detect Magic
5th Silence
9th Dispel Magic
13th Private Sanctum
17th Circle of Power

Arcane Scent[edit]

At level 3 when you join the Anti-Mage Conclave, you learn to sense the presence and power of arcane magic and its wielders. You can cast the detect magic spell (your conclave spell for this level) as a ritual.

Also, as an action, you can open your awareness to detect arcane casters. Until the end of your next turn, you know the location of any caster with spell slots that rely on Intelligence or Charisma within 60 feet of you. Total cover halves that range. You know the rough number of spell slots (within 2) the caster has available as well as the slots' maximum level.

You can use this action a number of times equal to 1 + your Wisdom modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Spell Obstruction[edit]

Also at 3rd level, you learn to go one step beyond breaking concentration; you develop the ability to block spells before they are even cast. When you hit a creature with an attack, you can use your reaction to expend a spell slot to attempt to block the target's spell slots. Roll a die (see table) to determine the level of the blocked spell slot. A result of 0 means no slot was blocked. If the caster has no slot of the number rolled, the highest level slot below the roll will be blocked. Each slot cost also offers a more reliable but lower yielding option which can be selected before any dice are rolled.

Slot Expended Level of blocked slot Alt. level blocked
1st level 1d4-1 or 1st
2nd level 1d6-1 or 1d3
3rd level 1d6-1 and 1d3-1 or 1d4
4th level 1d3 and 1d8-1 or 1d6
5th level 1d8 and 1d6-1 or 1d6+1

Blocked spell slots remain blocked (unusable) for one minute or until they are restored via the greater restoration, heal, or wish spell. Spell slots that you use for this feature cannot be higher than the highest level slot on the ranger table for your ranger level.

Guarded Mind[edit]

At 7th level, you learn to guard your mind against invasive spells. You gain proficiency in Wisdom saving throws. You can also use your reaction to add +2 to any Intelligence or Charisma saving throw that was initiated by a spell or spell like ability. This reaction must be taken before the save is rolled.

Disruptive Blow[edit]

At 11th level, when you hit a creature with a melee attack as part of your action, you can use your bonus action to prevent them from using cantrips until the start of your next turn if they fail a Constitution saving throw against your spell casting DC.

Evasion[edit]

Also at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Doggedly Indomitable[edit]

Beginning at 15th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you roll initiative again. If you used the reaction from the Guarded Mind feature on this save, it carries over to the reroll.



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