zenallaroza
2017-03-05, 04:09 AM
i'm trying to built a "mage slayer/hunter" class and i need help to keep the balance.
i could use your suggestions too.
this is what i've got so far:
Mage Slayer
Hit Points
Hit Dice: 1d10 per Mage Slayer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Mage Slayer level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, intimidation,
Investigation, Perception, Arcana and Religion
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background: BLA BLA BLA BLA BLA BLA BLA
The Mage Slayer
Proficiency
Level Bonus Features
1st +2 Sense of Magic, Fighting style
2nd +2 Smite Magic
3rd +2 Archetype,
4th +2 Ability Score Improvement
5th +3 Extra Attack,
6th +3 Aura of Protection
7th +3 Archetype feature
8th +3 Ability Score Improvement
9th +4 Improved Sense of Magic
10th +4 Archetype feature
11th +4 Improved Smite Magic
12th +4 Ability Score Improvement
13th +5 Persistence
14th +5 Cleansing Touch
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Clear Eyesight
18th +6 Aura improvements
19th +6 Ability Score Improvement
20th +6 Strong Commitment
SENSE OF MAGIC
As a ritual, you can open your awareness to detect magic. For up to 10 minutes, you know the location of any magic, magical form (spell caster?!?, magical object, magical construct, etc) within 30 feet of you that is not behind total cover. In addition, you are aware whenever a spell activated within 30 feet of you.
You can use the feature a number of times equal to 1 + your Charisma Modifier. When you finish a long rest, you regain all uses.
FIGHTING STYLES
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
SMITE MAGIC
On a successful melee weapon attack against a spell caster (or creature with the ability to cast magic), you can choose to disturb his spellcasting ability. Until the end of his next turn, when he tries to cast a spell or a spell-like ability he must make a con saving throw. The DC equals to your spellcasting ability. On a failed save, he lose his spell slot and the spell has no effect. Alternative, as a ritual, you can totally cut off a “willingly” spell caster from his spellcasting ability for 24 hours.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
AURA OF PROTECTION
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must take a saving throw against a spell, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
IMPROVED SENSE OF MAGIC
At 9th level your awareness is passive and open all the time. You know the location of any magical form (spell caster, magical object, magical construct, etc.) within 60 feet of you that is not behind total cover. In addition, if you concentrate for 1 hour without any interruption, and you describe or name a “magical form” you are familiar to, you sense the direction to its location. If the “magical form” is in motion, you know the direction of its movement.
IMPROVED SMITE MAGIC????????
At 11th level, when you use the Smite Magic feature, the DC equals to your spellcasting ability + spell’s level. Alternative, as a ritual, you can cut off a willingly” creature’s spellcasting ability for up to 1 day/level.
PERSISTENCE
Starting at 13th level, your repulsion for magic can keep you fighting despite grievous wounds. lf you drop to O hit points while you’re fighting an enemy who uses magic or magic item, and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
CLEANSING TOUCH
Beginning at 14th level, you can use your action to end one spell. The DC equals to 10 + spell’s level. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
CLEAR EYESIGHT
At 17th as a ritual, you can change your eyesight. Your eyes’ color fades and you have truesight (for up to 8 hours?), the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
STRONG COMMITMENT
At 20th level, , if you fail a spell save, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
ARCHETYPES
1 Archetype
BLOOD BOND WEAPON
When you take this Archetype at 3rd level you gain the following: As an action, you can imbue one weapon that you are holding with your blood energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon against spell casters (with a minimum bonus of +1).The weapon also emits bright red light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
AURA OF WARDING
Beginning at 7th level you and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feel.
10th????(i dont know)?????
AURA OF ANTIMAGIC FIELD
Beginning at 15th level, an invisible barrier surrounds you and moves with you. The space within this barrier is impervious to any magic.
2 Archetype
COUNTERSPELL
When you take this Archetype, at 3rd level you gain the following: You attempt to interrupt a creature in the process of casting a spell. As a reaction, when a creature you can see within 30 feet of you, is casting a spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
CONSUME SPELL
At 7th level, whenever you successfully use the COUNTERSPELL feature you can consume instead the countered spell instead. You gain hit points equal to 1d4+Charisma Modifier per spell level.
Reverse spell
At 10th level, whenever you successfully use the COUNTERSPELL feature, you can reverse instead the countered spell to whichever target you want within 30 feet of you.
STEAL SPELL
At 15th level, whenever you successfully use the COUNTERSPELL feature, you can steal instead the countered spell. You can steal a spell (maximum spell level equals to your Charisma Modifier) an use it with your spellcasting ability, later until a long rest.
i could use your suggestions too.
this is what i've got so far:
Mage Slayer
Hit Points
Hit Dice: 1d10 per Mage Slayer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Mage Slayer level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, intimidation,
Investigation, Perception, Arcana and Religion
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background: BLA BLA BLA BLA BLA BLA BLA
The Mage Slayer
Proficiency
Level Bonus Features
1st +2 Sense of Magic, Fighting style
2nd +2 Smite Magic
3rd +2 Archetype,
4th +2 Ability Score Improvement
5th +3 Extra Attack,
6th +3 Aura of Protection
7th +3 Archetype feature
8th +3 Ability Score Improvement
9th +4 Improved Sense of Magic
10th +4 Archetype feature
11th +4 Improved Smite Magic
12th +4 Ability Score Improvement
13th +5 Persistence
14th +5 Cleansing Touch
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Clear Eyesight
18th +6 Aura improvements
19th +6 Ability Score Improvement
20th +6 Strong Commitment
SENSE OF MAGIC
As a ritual, you can open your awareness to detect magic. For up to 10 minutes, you know the location of any magic, magical form (spell caster?!?, magical object, magical construct, etc) within 30 feet of you that is not behind total cover. In addition, you are aware whenever a spell activated within 30 feet of you.
You can use the feature a number of times equal to 1 + your Charisma Modifier. When you finish a long rest, you regain all uses.
FIGHTING STYLES
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
SMITE MAGIC
On a successful melee weapon attack against a spell caster (or creature with the ability to cast magic), you can choose to disturb his spellcasting ability. Until the end of his next turn, when he tries to cast a spell or a spell-like ability he must make a con saving throw. The DC equals to your spellcasting ability. On a failed save, he lose his spell slot and the spell has no effect. Alternative, as a ritual, you can totally cut off a “willingly” spell caster from his spellcasting ability for 24 hours.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
AURA OF PROTECTION
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must take a saving throw against a spell, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
IMPROVED SENSE OF MAGIC
At 9th level your awareness is passive and open all the time. You know the location of any magical form (spell caster, magical object, magical construct, etc.) within 60 feet of you that is not behind total cover. In addition, if you concentrate for 1 hour without any interruption, and you describe or name a “magical form” you are familiar to, you sense the direction to its location. If the “magical form” is in motion, you know the direction of its movement.
IMPROVED SMITE MAGIC????????
At 11th level, when you use the Smite Magic feature, the DC equals to your spellcasting ability + spell’s level. Alternative, as a ritual, you can cut off a willingly” creature’s spellcasting ability for up to 1 day/level.
PERSISTENCE
Starting at 13th level, your repulsion for magic can keep you fighting despite grievous wounds. lf you drop to O hit points while you’re fighting an enemy who uses magic or magic item, and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
CLEANSING TOUCH
Beginning at 14th level, you can use your action to end one spell. The DC equals to 10 + spell’s level. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
CLEAR EYESIGHT
At 17th as a ritual, you can change your eyesight. Your eyes’ color fades and you have truesight (for up to 8 hours?), the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
STRONG COMMITMENT
At 20th level, , if you fail a spell save, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
ARCHETYPES
1 Archetype
BLOOD BOND WEAPON
When you take this Archetype at 3rd level you gain the following: As an action, you can imbue one weapon that you are holding with your blood energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon against spell casters (with a minimum bonus of +1).The weapon also emits bright red light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
AURA OF WARDING
Beginning at 7th level you and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feel.
10th????(i dont know)?????
AURA OF ANTIMAGIC FIELD
Beginning at 15th level, an invisible barrier surrounds you and moves with you. The space within this barrier is impervious to any magic.
2 Archetype
COUNTERSPELL
When you take this Archetype, at 3rd level you gain the following: You attempt to interrupt a creature in the process of casting a spell. As a reaction, when a creature you can see within 30 feet of you, is casting a spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
CONSUME SPELL
At 7th level, whenever you successfully use the COUNTERSPELL feature you can consume instead the countered spell instead. You gain hit points equal to 1d4+Charisma Modifier per spell level.
Reverse spell
At 10th level, whenever you successfully use the COUNTERSPELL feature, you can reverse instead the countered spell to whichever target you want within 30 feet of you.
STEAL SPELL
At 15th level, whenever you successfully use the COUNTERSPELL feature, you can steal instead the countered spell. You can steal a spell (maximum spell level equals to your Charisma Modifier) an use it with your spellcasting ability, later until a long rest.