tigerpuppy
2018-11-25, 02:03 PM
Our home game is inspired by a lot of difference sources, including the Table Titans webcomic and Dragon Age video games. As such, there are player races in our setting with no access to magic, and indeed many cultures who are antagonistic to magic and magic users. While most of the Dragon Age style Templar builds we have found are either Paladins or Rangers, we based much of this off of Prestige Classes from 3.x. The Fighter build below has been used to build a couple of recurring NPCs who have antagonized one of the parties, but we haven't had any players test this one yet. There are some outstanding issues we are aware of, but at this point have been unable to resolve. Without further ado, the Mage Hunter Fighter. - T
MAGE HUNTER
MAGE SLAYER
At third level, when you choose this archetype, you have mastered techniques which allow you to make life hell for enemy spellcasters. You gain the Mage Slayer feat, which confers the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
SENSE MAGIC
At third level, when you choose this archetype, you’ve learned to trust your senses and identify when you are near magic users and effects. You know if there are spell casters or active spell effects with 20 feet of you, and which direction they are in, though you do not know their location, the school of the effect, or the class of the spellcaster. The range of this effect increases by 10 feet every time your proficiency bonus increases, to a maximum of 60 ft. This effect manifests differently for different individuals, but common manifestations are unpleasant smells, high pitched sounds, or the hairs on your arm standing up.
MAGIC RESISTANCE
At seventh level, your struggles against magic and spellcasters has inured you to magical effects. As long as you are conscious, you have advantage on saving throw made against spells or other magical effects.
SPELL REFLECTION
When you reach tenth level, you have mastered a technique which allows you to turn magic back on its users. If you succeed on a saving throw made against a spell which targets you, you can use your reaction to reflect the spell back on its caster. Spells which target an area of effect (such as fireball) are not affected. As long as the caster is within 30 feet of your, the spellcaster must then save against their own spell save DC or be affected by the spell. If the spell produces a charm effect, the reflected spell instead stuns the caster. If the duration of the spell is concentration, roll 1d6. The caster suffers the effect for a number of rounds equal to your roll. After you use this ability twice, you cannot use it again until after you complete a long rest. This increases to three times at 15th level.
DISPELLING STRIKE
At fifteenth level, your incredible focus allows you to undo spell effects. You can use your Action to make a melee weapon attack and dispel active spell effects as though you had cast dispel magic as a 5th level spell. After you use this ability twice, you cannot use it again until after you complete a long rest. If you use this ability against a spell effect of a level higher than 5th, make an ability check using your Strength or Dexterity modifier (your choice). The DC equals 10 + the spell’s level. On a success, the spell ends.
SUPPRESS SPELLCASTING
At eighteenth level, you have mastered the art of destroying spellcasters, and your attacks can momentarily remove an enemy’s spellcasting ability. When you make a successful melee weapon attack against a spellcaster, you can suppress the enemy’s spellcasting. The target must succeed on a Constitution check against DC (8 + Proficiency + STR or DEX Modifier). If the target fails the saving throw, the target cannot cast spells for 1d4+1 rounds, though they can continue to concentrate on spells which they have active prior to this effect. If the target makes the saving throw, the target cannot cast spells until the end of your next turn, though they can continue to concentrate on spells which they have active prior to this effect.
After you use this ability, you cannot use it again until after you complete a long rest.
MAGE HUNTER
MAGE SLAYER
At third level, when you choose this archetype, you have mastered techniques which allow you to make life hell for enemy spellcasters. You gain the Mage Slayer feat, which confers the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
SENSE MAGIC
At third level, when you choose this archetype, you’ve learned to trust your senses and identify when you are near magic users and effects. You know if there are spell casters or active spell effects with 20 feet of you, and which direction they are in, though you do not know their location, the school of the effect, or the class of the spellcaster. The range of this effect increases by 10 feet every time your proficiency bonus increases, to a maximum of 60 ft. This effect manifests differently for different individuals, but common manifestations are unpleasant smells, high pitched sounds, or the hairs on your arm standing up.
MAGIC RESISTANCE
At seventh level, your struggles against magic and spellcasters has inured you to magical effects. As long as you are conscious, you have advantage on saving throw made against spells or other magical effects.
SPELL REFLECTION
When you reach tenth level, you have mastered a technique which allows you to turn magic back on its users. If you succeed on a saving throw made against a spell which targets you, you can use your reaction to reflect the spell back on its caster. Spells which target an area of effect (such as fireball) are not affected. As long as the caster is within 30 feet of your, the spellcaster must then save against their own spell save DC or be affected by the spell. If the spell produces a charm effect, the reflected spell instead stuns the caster. If the duration of the spell is concentration, roll 1d6. The caster suffers the effect for a number of rounds equal to your roll. After you use this ability twice, you cannot use it again until after you complete a long rest. This increases to three times at 15th level.
DISPELLING STRIKE
At fifteenth level, your incredible focus allows you to undo spell effects. You can use your Action to make a melee weapon attack and dispel active spell effects as though you had cast dispel magic as a 5th level spell. After you use this ability twice, you cannot use it again until after you complete a long rest. If you use this ability against a spell effect of a level higher than 5th, make an ability check using your Strength or Dexterity modifier (your choice). The DC equals 10 + the spell’s level. On a success, the spell ends.
SUPPRESS SPELLCASTING
At eighteenth level, you have mastered the art of destroying spellcasters, and your attacks can momentarily remove an enemy’s spellcasting ability. When you make a successful melee weapon attack against a spellcaster, you can suppress the enemy’s spellcasting. The target must succeed on a Constitution check against DC (8 + Proficiency + STR or DEX Modifier). If the target fails the saving throw, the target cannot cast spells for 1d4+1 rounds, though they can continue to concentrate on spells which they have active prior to this effect. If the target makes the saving throw, the target cannot cast spells until the end of your next turn, though they can continue to concentrate on spells which they have active prior to this effect.
After you use this ability, you cannot use it again until after you complete a long rest.