Way of the Mageseeker (5e Subclass)
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You are from an old-fashioned Faerun monastery that does not approve of the use of magic, you are one of the most elite students of that temple and you think that magic can be used against people who use magic, so your motto is to disable all magic users who poison Faerun by their own magic.
- Magical Hindrance
3rd level Whenever you hit a creature with one of the attacks granted by your flurry of blows, you force that target to make a Constitution saving throw. If the creature fail the save, any attack roll it makes is made at disadvantage, and any saving throw forced by this creature is made at advantage.
This effect lasts until the end of your next turn.
- Magical Robbery
Starting at 6th level, affect a creature with magical hindrance, you can either block or steal its magical powers, as shown bellow:
- Magical Block. The target can't spend spell slots until the end of your next turn.
- Magical Stealing. If the creature has spell slots, you can spend ki points to steal them. You must spend a number of ki points equal to 1 + the level of the spell to steal the slot, and the spell slot level can't be higher than your proficiency bonus - 1.
- You also memorize an amount of spells that creature know or have prepared, from levels you can cast, up to your Wisdom modifier. You can spend the stolen spell slot to cast the spell.
- The spell remains memorized until you finish a long rest, and the slot vanishes after you finish a short or a long rest.
- Book of Stealing
At 6th level, you can start to write a book of stealing. In that book, you can copy any spell you have memorized. You spend 50 gp and 1 hour per level of the spell to write the memorized spell on the book.
While you have the book of stealing, you can prepares spells form it. You can prepare an amount of spells written on your book of stealing equal to half your monk level + your Wisdom modifier. You prepare spells after finishing a long rest, by spending 1 minute per spell you want to prepare.
- Mage Slayer
At 11th level, you learn how to impede your magical foes to escape. Whenever a creature within 60 feet tries to cast a spell, you know the level of the spell and can spend an amount of ki points equal to the spell level to counter it. After countering the spell, you can teleport to a place within 5 feet of the spellcaster, as part of the same reaction.
If the countered spell is from a level you are able to cast spells, you memorize that spell if you have spaces left and rob the slot without spending additional ki.
In addition, you can use your Magical Hindrance feature once in each of your turns without needing to use your flurry of blows.
- Mana Burn
Starting at 17th level, when you hit a creature that has spell slots with an unarmed strike granted by your flurry of blows, you can force that creature to make a Constitution saving throw, or burn one of its spell slots. The burned slot causes damage to that creature, equal to 2d12 force damage per level of the spell.
You always burn the lowest spell slot level on that creature, unless you spend 1 additional ki point per level of the spell above 1st to burn higher level spell slots.
In addition, you can use mana burn on creatures that don't have spell slots, by burning your own ki to do it. You cause 1d12 force damage, and an additional 1d12 for each ki point spent after the first.
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