Scourge of the Mages (5e Subclass)
Scourge of the Mages[edit]
Fighter Subclass
The Magesbane is a formidable warrior specializing in eliminating magic users. Where the Magesbane cannot use magic, they gain increased skills and can terrify many. They are often part of the Black Blades order. (Do not hesitate to use the historical members of the Order of the Black Blades to further accentuate the roleplay.)
- The Ritual of the Chalice
- The Judgment of the Gods
When you enter the order, you must drink the blood of the astral dragon. This changes you. Once you have completed this ritual, you suffer the following penalties:
- You can no longer be healed by magic (instead, it inflicts psychic damage).
- You cannot use magic items or multiclass as a spellcaster. If you use a magic item, its effects will be inactive.
- Every night, you will experience nightmares of the astral dragon to test your faith. Make a DC 12 Wisdom saving throw. If you fail, you take a -1 penalty on the save until your next long rest. In addition, after one week without success, you suffer 1 level of fatigue. After one month without success, you lose your character (either because they decided to die or disappeared due to madness).
In return, you receive your class bonuses, as well as the following two bonuses:
- Divine healing does not inflict psychic damage and restores your health.
- You have proficiency in wisdom saving throws.
- You gain the dragon subtype
- Eye of the Mage's Bane
Starting at 3rd level, you learn to sense magic from the moment you join the order. This allows you to sense the presence of spell-casting creatures within 10 feet of you, as if you were under the influence of blindsight (you know if the spellcaster uses divine magic or not).
This increases to 20 feet at 9th level, 30 feet at 15th level, and 40 feet at 20th level.
- Iron kills magic
You learn to bond with your equipment, making it an extension of your body in your fight against mages. Starting at 3rd level, after a long rest, you can bond with one piece of equipment of your choice. It becomes attuned. Each piece of attuned equipment gains +1.
Additionally, starting at 6th level, your attacks with a bonded weapon bypass physical resistances as if it were magical (but isn't).
Starting at 9th level, this becomes +2, and at 15th level, it becomes +3.
- Bane of Spells
Starting at 7th level, you gain the benefit of your magebane abilities. You can use some of the astral dragon's power. You can cast counterspell or dispel magic a number of times per long rest, equal to your proficiency bonus. These spells are not considered magic, but divine powers lent to you.
- Spell Resistance
At 10th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
- Interrupting Strike
The astral dragon's blood is then firmly bonded to your own. At 15th level, you gain one regeneration per turn equal to your Constitution modifier. In addition, divine healing received also activates your regeneration.
Furthermore, your nightmares are less violent for you. You then have an advantage in resisting this.
- Scourge of the Mages
You have reached the apotheosis of your mageslayer skills. Starting at 18th level, you no longer suffer from nightmares. In addition, you can make greater use of the astral dragon's power. You can use an action or reaction to transform your resistance into spell immunity until the end of your next round. You can use this ability a number of times equal to your proficiency bonus per long rest. Finally, your spellbane can now be recovered during a short or long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses