Occult Slayer (5e Class)

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Occult Slayer[edit]

An Occult Slayer is a warrior who is trained in the ways of taking on spellcasters with little use for spellcasting, only their training. Contrary to popular belief, the views of Occult Slayers on spellcasters are not always negative, a good portion of Occult Slayers view spellcasting as a good thing that can unfortunately get abused when it falls into the wrong hands, viewing themselves as guardians, while others despise spellcasters and believe that spellcasting should be reserved for the gods only.

Prestige Class: Occult Slayer[edit]

Design Note: This prestige class is based off the prestige class of the same name from the 3.5th edition sourcebook Complete Warrior

Prerequisites[edit]

  • 5th Level Minimum
  • Proficiency in Arcana and Religion
  • Have the Mage Slayer feat

Class Features[edit]

As a Occult Slayer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Occult Slayer level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Occult Slayer level

Proficiencies


Level Proficiency
Bonus
Features
1st Magical Defense, Weapon Bond
2nd Mind Over Magic
3rd Auravision, Magical Defense Improvement
4th Nondetection Cloak
5th Blank Thoughts, Magical Defense Improvement


Magical Defense[edit]

Your training in resisting magics of all types has made you more prepared for dealing with all of its effects. Your efforts have paid off giving you a +1 bonus to all spell saving throws and to your armor class when targeted by a spell attack. Additionally, whenever you are damaged by a spell, you can reduce this damage by two times the bonus that this trait gives you to your armor class and saving throws against spells. The bonus provided by this trait increases to +2 at 3rd level and +3 at 5th level.

Weapon Bond[edit]

When you gain this ability at 1st level, you gain the ability to bond with a weapon and imbue it with your power to destroy spellcasters. Whenever you roll to deal damage with this weapon against a creature that can cast spells, it deals an extra 1d6 damage, Humanoids that can naturally cast spells are not effected by the damage unless they have spellcasting beyond what is natural.

Mind Over Magic[edit]

Starting at 2nd Level, you acquire the ability to attack a spell and send it back to its source, whenever you are the target of a single target spell, you can use your reaction to attack the spell with your bonded weapon, treating the spellcaster DC as the AC for the spell, if you succeed, the spell is reflected back at its spellcaster and it becomes the new target. If the spell you are attempting to reflect is of a higher level than the amount of levels you have in this class you must first succeed on an Intelligence(Arcana) or Intelligence(Religion) skill check which then allows you to make an attack roll against the spellcasters DC to reflect the spell as normal with this feature. The DC equals to 12 + the level of the spell. If you fail this skill check the ability does not work. You may use this ability a number of times equal to half your proficiency bonus rounded down and regain the uses of this feature after you complete a long rest.

Auravision[edit]

Once you become 3rd level, you gain the ability to see traces of magic within 60 feet of you. This ability functions similar to a Detect Magic spell

Nondetection Cloak[edit]

Starting at 4th level, your and your gear becomes more difficult to detect through divination magic. Whenever you are the subject of a divination spell, the spellcaster must make a DC20 arcana check with disadvantage, if they succeed, the divination spell works as normal, if they fail they can not use another divination spell against you for 1 day.

Blank Thoughts[edit]

Once you reach 5th level, you are immune to any effect that would sense its emotions or read your thoughts, and the charmed condition.

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