Wizard - Mage Hunter
Mage Hunter
Some societies deem the practice of magical arts as
sacred and too dangerous to be taught to any but a worthy
few. In order to prevent the weave from being defiled by
renegades some institutions regulated the use of magic in
their region. Those who tracked and dealt with offending
spellcasters were known as mage hunters.
With the influx of many new creatures and magics from
beyond the Material Plane, mage hunters of today have
shifted their focus from regulators to preservers. They
strive to hunt down and eliminate magical threats and
extraplanar entities, vowing to never allow corrupt and
twisted magics from ravaging their homeland.
Mage hunters can be found in any setting. They're part
of many tribal clans in Chult. They can make up some
members of the Sen Sithrian in Anchôromé, the Order of
High Sorcery in the Dragonlance setting, or the amongst
the Veiled Alliance in the Dark Sun setting.
Mage Hunter Customs
Mage hunter's concerns switch between eliminating
otherworldly threats from their homeland and their
original purpose of hunting evil wizards. Any spellcaster
looking to abuse or defile the magical weave or practice
dark arts such as blood magic and necromancy, are sure
to draw the wrath of the order's members.
Mage Hunter Features
Wizard Level Features
2nd Arcanist Investigator, Counter-Weave
6th Hunter's Armament
10th Arcane Sanctum
11th Eyes of the Master
Arcanist Investigator
When you adopt this tradition at 2nd level, you gain
proficiency with light armor, and you gain proficiency
with one simple melee weapon of your choice.
You also gain proficiency in the Perception skill if you
don't already have it.
Counter-Weave
Starting at 2nd level, you can hinder the effectiveness of
a creature's magical prowess when you identify them as
a magical threat. You can use a bonus action to place the
counter-weave on a creature you can see within 30 feet of
you, which lasts for 1 minute. It ends early if the creature
dies, you die, or you are incapacitated.
Until the counter-weave ends, the following conditions
apply:
• You gain a bonus to saving throws against spells
from a creature affected by counter-weave equal to your
Intelligence modifier (minimum of 1).
• You double your ability score modifier to Wisdom
(Survival) skill checks to track your quarry, as
well as Intelligence checks to identify or recall
information about your target.
• The range of your target's cantrips and spells is
reduced by 10 feet or to the range of touch, whichever
is greater.
• Your target's Constitution saving throws to maintain
concentration on a spell is reduced by your Intelligence
modifier (minimum of 1).
You can use this feature twice, after which you regain all
expended uses when you finish a short or long rest.
Hunter's Armament
At 6th level, you can forge a magical bond
with a weapon you have chosen to combat
renegade spellcasters and otherworldly
beasts. Choose a melee weapon in
which you are proficient. Performing
the bonding ritual takes 1 hour,
which may be done during a short
rest. The weapon must be within
your reach throughout the ritual.
You can't be disarmed of your
bonded weapon unless you are
incapacitated. If it is on the
same plane of existence, you can
summon that weapon as a bonus
action on your turn, causing it to
teleport instantly to your hand.
If you attempt to bond to another
weapon, you must break the bond
with the first.
While your bond exists, you can
use your spellcasting ability instead
of Strength for the attack and
damage rolls of melee attacks using
that weapon. The weapon also
becomes magical, if it isn't
already. At 10th level, your
effectiveness with the weapon
improves as it gains a bonus
of +1 to attack and damage
rolls, and then again to a +2
bonus at 14th level.
Arcane Sanctum
At 10th level, you learn the magic circle spell. You always
have it prepared and it doesn't count toward your total
number of prepared spells for the day.
You can use an action to cast magic circle instantly and
at a range of self without expending a spell slot.
Additionally, when you hit a creature affected by
counter-weave, you can instead use your bonus action
to cast the spell in the same manner, centered on your
target.
Once you cast magic circle using this feature, you can't
do so again until you finish a short or long rest, though
you can still cast it normally using an available spell slot.
Eyes of the Master
At 14th level, you are constantly on the lookout to
distinguish the magical from the mundane. Your
Intelligence (Arcana) skill proficiency is doubled with
checks made to identify persistent magic, magical items,
or the presence of magical and otherworldly creatures.
Comments