Magus Venator (5e Subclass)
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Fighter Subclass
Magus Venator are trackers and warriors aid by the magic of old, who were trained with special old magic techniques to engage any sort of magic user. Their abilities are so dangerous that even the wielder itself would get hurt, has causes a repulsion by other communities and magic user society. Magus venator turn the tide against the unreal and the magical by blood and soul. In time both the old magic wielder and the Hunting Companion will simultaneously level up together.
Magus Venator Magic[edit]
At 3rd level, you have special training to deal with threats from creatures that can use magic and aid you in your journey, in addition to your normal training. Your skills with this art grants you access to certain spells. When you reach certain levels in this class, you gain access to all wizard spells. Cantrip will be gained at level 3. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier, Spell attack modifier = your proficiency bonus + your Intelligence modifier
Cantrips. You receive 2 cantrips guidance & prestidigitation and pick another two more cantrips of your choice from the wizard spell list.
Class Level | Cantrip | Spells Know | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3 | 2 | 3 | 2 | - | - | - |
4 | 2 | 4 | 3 | - | - | - |
7 | 2 | 5 | 4 | 2 | - | - |
8 | 2 | 6 | 4 | 2 | - | - |
10 | 3 | 7 | 4 | 3 | - | - |
11 | 3 | 8 | 4 | 3 | - | - |
13 | 3 | 9 | 4 | 3 | 2 | - |
14 | 3 | 10 | 4 | 3 | 2 | - |
16 | 3 | 11 | 4 | 3 | 3 | - |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
Spell Level
Class Level | Spells |
---|---|
3rd | Identify, Detect Magic |
7th | Vortex Warp, hold person |
10th | dispel magic, Leomund's Tiny Hut |
13th | counterspell, Arcane Eye |
16th | Dimension Door, Legend Lore |
Once you gain access to all of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day or your known spells. If you gain access to a spell that doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you. You can only cast it for free of spell slot once a long rest.
Hunting Companion[edit]
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 your Hunting Companion, and will travel with you. These creatures can resemble any beast-like creature (Humanoid is not acceptable), but they often have unusually-colored fur/skin/scale/feather and glowing eyes. The Hunting Companion are friendly to you and your allies, and they follow your commands as best they can. You can communicate with them both telepathically and verbally. You can summon two Companions at 3rd level, three Companions at 7th level, four Companions at 10th level.
In combat, they share your initiative count, but it takes its turn immediately after yours. The only action they take on its turn is the Dodge action, unless you take a bonus action or an action on your turn to command all Companions to attack or to take the Dash, Disengage, Help, or Hide action. All your Companions can have their attack action on different creatures, same rule applies to Protective Instinct. Movement or telling your Companions where to move is a free action. If one of your Companions is reduced to 0 hit points or if you dismiss it (No Action), it releases its physical form and returns to the Feywild (When you summon them again, you can keep their original form or change their appearance.). At the end of your turn, you can use a bonus action to resummon one companion. At level 15th you can resummon two companions. At 3rd level you can summon your companion within 30ft of you, level 7th 90ft and at 10th level 120ft, you can only summon them within the same realm as you and summoning radius. However, they can enter another realm without you or be further than your summoning circle range, as long you are connected to your Companions. They can stay or leave even when you are unconscious.
HUNTING Companion
Medium fey, chaotic good
Armor Class 13, level 7th (16), level 10th (19).
Hit Points Equal to two times your level in this class + your Proficiency Bonus
Speed Walking speed 30ft at 3rd level. Climbing speed equal to walking speed at level 7th, swimming at level 9th, burrowing at level 10th, flying at level 15th.
STR 12 (+1) DEX 17 (+3) CON 12 (+1) INT 14 (+2) WIS 13 (+1) CHA 11 (+0)
Ability score increase Level 10th (+3) each.
Skills Perception +3, level 7th (+6), level 10th (+9), level 15th (+12). Stealth +5, level 7th (+8), level 10th (+11), level 15th (+14).
Condition Immunities exhaustion, poisoned.
Senses passive Perception 10, level 7th (+13), level 10th (+16), level 15th (+19) & Darkvision 60 ft, at level 15th Darkvision is increase by +30.
Languages Can understand any languages that you speak and replies the same.
Keen Hearing and Smell. The Companion has advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics. The Companion have advantage on an attack roll against a creature if at least one of the allies or other Companion is within 5ft of the creature and the allies aren't incapacitated.
Side Effect. Once a Companion dies, you regain all its memories, feelings, and pain. You will not receive the Companion's wounds or HP damage, but because of your connection you would feel it mark you nonetheless (Scars can be visible or invisible up to the player's RP Flavor).
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, increase at 9th level (+6), 10th level (+9), 15th (+12), reach 5 ft., one target. Hit: (1d6 + proficiency bonus), increase at 9th level (1d8 + proficiency bonus), increase at 10th level (1d10 + proficiency bonus), increase at 15th level (2d10 + proficiency bonus), piercing damage. Their attacks are also considered magical for the purpose of overcoming resistances and immunities to nonmagical damage.
REACTIONS
Protective Instinct (2/day). If an ally within 5 ft of the Companion would be hit by an attack, they can cast the shield spell on the target ally only. The spell last until the target next turn. Increase into three times per day at level 7th, four times per day at level 10th, five times per day at level 15th.
Opportunity attack Each Companion have their own opportunity of attack.
Spellcaster’s Bane[edit]
Your training has allowed you to master the art of tracking down magic users. When you are tracking/interacting/observing a group of creatures/humanoids, 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 Expertise in Arcana and Investigation if you don’t already have it. Likewise, you gain an additional one language from this ability. At level 7th, you can add +2 to attack and damage to a creature with the ability to cast spell/spells, level 10th +4, 15th level adv roll, level 18th you can passivly see who is a spellcaster or livig beings that can use magic.
Magical Effect: Hunter[edit]
At 7th level, your soul is more intune with the old magic which allows you to enter a path for each dawn. Once a day pick a path for your passive ability and a mark will appear on your body to work as a conduit between you and the old magic. Path of the blade, Path of the eye, & Path of the soul. You can change your path by meditating for 1 hour.
Path of the blade[edit]
- Passive ability - a creature of magical abilities can't surprised attack you & you have advantage on initiative rolls normally.
- Fortuity: You learn to attack with your magic that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can use your reaction to make another weapon attack. If you miss with a cast spell, you can make another roll without consuming a spell slot. You can only use this equal to your proficiency bonus.
- Annex: Whenever you make an attack roll, a saving throw, you roll a d4 and add it to the total. You can only use this equal to your proficiency bonus.
- Redirect: You use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. You can only use this equal to your proficiency bonus.
Path of the eye[edit]
- Passive ability: After spending 1 minute looking at a creature. You learn a one-word summary of the emotional state such as happy, confused, afraid, or violent, etc. Instant if the creature has magical abilities. Since this ability has no duration you will immediatly notice in your journey if the creature emotional state changes. This ability will last until you loss contact (not within sight) of the creature for more than 1 hour, in which you will have to redo the 1 minute analyse (Sleep will make you loss this ability). You can connect for 2 creatures, use a spell slot to connect for more creture (max 6).
- Discerning eye: As an Action you learn one creature you can see its current & total hit point and bonus action to learn either all its immunities, or all its resistances, or all its vulnerabilities. You can only use this equal to your proficiency bonus. (The action and bonus action used in 1 turn will only cost 1 PB. If it is used in separate turn then each would cost a PB.)
- Cognizance: As an Action within a 60ft circle you can sense auras of invisible or hidden creatures. Until your turn ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. Bonus action while you can see the target of 60ft, you learn if it’s under the effect of anything magical. You can only use this equal to your proficiency bonus.
- Clairvoyance: You can focus your mind to read the magic strands left on an object. If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it such as what it is made of, what its purpose and you gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses. You can only use this equal to your proficiency bonus.
Path of the soul[edit]
- Passive ability: You can collect spells in written form such as books, paper or scrolls and once on each dawn you can prepare one cantrip and 2 low level (below level 3 spells) or 1 cantrip and 1 high level (below level 6 spells). If the spell have the ritual tag, the ritual time is instantaneous.
- Sacrifice: As a bonus action, you can spend 1 health points to create level 1 spell slots, 2 health point for level 2, etc. The spell slot remains until you use it or finish a long rest.
- Elemental Mastery: As an action you gain one resistance to any type of damage, as a reaction when you take damage of that type you can ignore that damage and gain immunity to that damage type until the end of your combat. Can only be use once per day, if you use it a second time you gain one point of exhaustion. if you use it a thrid time you roll everything with disadvantage.
- Proficient: Whenever you make an ability check, you roll a d4 and add it to the total.
Strengthened Bond[edit]
At 10th level, as you grow in power, you begin to strengthen your connection with your Companions. When you reach 10th level, they gain the following effects:
- Extra Attack: Starting at 10th level, when you command your Companion to Attack, they each can make two attacks.
- Shatter Magic: When a Companion is reduced to 0 hitpoint use their reaction to explode in a burst of force and magic. Each hostile creature within 15 ft. of it must make a DC 17 Dexterity saving throw, taking (2d8) force damage on a failed save, or half as much damage on a successful one. If the enemy fails, they get pushed 5ft. To a random direction.
- Avatar: You can temporarily transfer your consciousness to your Companion (1 at a time). As an action, you can see through their eyes and hear through their ears from despite any distance. During this time, you are deafened and blinded. You can sustain this effect as long you are not unconscious, incapacitated or from another realm, and you can end it at any time (requires no action).
- Vigour: You can use a second path at the same time from the Magical Effect, but only the passive ability would work, everything else would not. If you choose to use the second path actions or bonus actions ability, roll 2d10 damage once to unlock 1 ability, and it can only be healed from a long rest. Once you have unlocked the second path ability it can be used normally without rolling damage, duration is 24 hours. Once 24 hours is done, you will have to redo the damage roll 1 time.
Spell Unravel[edit]
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 or hear within 90 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 can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Magik
As an Action or Bonus action, you can implement your magic into one of your Companion. The effect will last until you finish a short or long rest, when the Companion/Companions dies and is resummon the effect is removed and will need to be reactivated. When you activate your Magik, you take necrotic damage of 1d6 for each Companion with activated Magik only once, unless you change or reactivate your magik. This damage can’t be reduced in any way and can only be healed by a long rest or potions, since magic can't heal you.
- Empowered Bite: The Companion's Bite attack deals an extra dice of 1d12 damage to a chosen trait - acid, cold, fire, lightning, necrotic, radiant, psychic, thunder, or poison. The chosen type determines the Companion's additional damage type and the damage to its Infused Strikes trait. This is not stackable, such as if one Companion with acid magik, second Companion with thunder magik, would not give both the two Companion's and you acid and thunder damage. Only the Companion with the active Magik Infused Strike Trait have the additional damage.
- Resistance: You and your Companion gain resistance to the damage type selected for the Companion trait. This can be stackable, such as one Companion with acid magik, second Companion with thunder magik, would give both the two Companion's and you resistance to acid and thunder damage.
Mīn Death[edit]
Starting at 18th level, your connection to your Companion can delay the grasp of death.
- Player rule:
If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take a one full turn. (Which allows you to use your action & bonus action on your current turn, then regain everything on your initiative turn.) While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
- Companion rule:
If one Companion remain alive within your summoning radius, you can stay between the living and the dead, which allows an ally to not have a time limit in order to revive, resurrect or stabilize you.
Once all Companion's hit 0 hit point, and you have rolled your death saving throw, death will claim you from your delayed departure.
Once you use this feature, you can't use it again until you finish a long rest.
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