Cintras Mage Hunter

Srt- 10 Dex- 16 Con- 14 Int- 16 Wis- 10 Cha- 10
0 +3 +2 +3 0 0
 
  • Armor Class- 18
  • Health Points- 90
  • Saving Throws- Int +5, Con +5
Physical description   The mage hunters of Cintras are dressed in uniform, a chestplate with the Cintras sidgle emblazoned on it and a royal purple cloak.    Fighting Strategy   They often travel with 4-6 guards, who they will instruct to surround their target. They will prefer to stay back and immobilize targets with spells, but many are not afraid to get into the thick of it with a dangerous target. When dealing with magic users, will do anything they can to disable or disrupt the spellcaster, letting guards deal with any melee threats. None are willing to negotiate with their targets, but if faced with loss may try to retreat and later return with greater strength.    Equipment
  • cold iron shackles
  • magical ropes of binding- as an action, can restrain a target within 15ft, DC 18 Srt check to escape
  • 2 health potions
  • bag of ball bearings
  • spell book
  • rapier
  • chestplate
Abilities
  • Magical Redirection- As a reaction, when targeted by a hostile spell he can make an arcana check against the Spell DC of the magic user. On success, the spell is redirected back at the caster. They are able to use this ability once per short rest.
  • When a creature within 5 feet of you attempts to cast a spell or attempts to teleport, you can use your reaction to make a melee weapon attack against that creature. On a successful hit, the target must make a Constitution saving throw as though they were concentrating on a spell; on a failed saving throw, the spell is interrupted and the spell slot is still spent if it were attempting to cast a spell, or the target's teleport is interrupted and they are unable to teleport until the start of their next turn if they were attempting to teleport.
  • You have advantage on saving throws against magical effects activated by creatures within 5 feet of you.
Actions
  • Rapier- 1d8+3 piercing
  • Shadow Blade (Spell)- 2d8 +3 necrotic
Spells   Spell Attack Bonus +5, Spell Save DC=16
  • At Will- magic missile (1d4+1, 2 darts), shocking grasp (2d8)
  • 5 times per day- Counter spell (reaction), dispel magic, misty step
  • 4 times per day- absorb elements (reaction), silence (concentration), shadow blade (Concentration)
  • 2 times per day- blink, hold person (concentration, 1 person), fireball
  • 1 time per day- wall of fire (Concentration)