ivoze
2019-10-29, 11:45 PM
Its no secret that spellcasters dominate at higher levels in 5e. So, i wanted to make some sort of build that specializes in hunting these powerful mages that threaten to tear a hole in the fabric of space time and existence. However, it turns out that 5e really doesnt have a lot of options when it comes to antimagic. Besides straight up damage for forcing concentration saves or outright killing the mage, there are only 4 other options left. The mage slayer feat, Dispel Magic, Counterspell and Silence. Thats it, without homebrew. Now i am still fairly new to 5e so i thought i could make a post here to ask for help/opinions on how to go about making A RAW Antimage build. So, lets get started shall we?
Now, i think ive nailed down on what an Antimage build needs to have in order to be effective.
1. Mage Slayer Feat. Self explanatory
2. High Initiative. In almost all cases, casters can either outright kill you, or completely disable you in one round. Dex must not be a dump stat.
3. Access to Counterspell and Dispell Magic. Making the mage waste a spell is always good.
4. Some sort of gap closer. Mages tend to stay at the back, or they try to get away somehow when you get close.
5. Survivability. While it isnt the hardest thing to have more hp than the wizard, still keep it in mind.
6. Usability/Utility. You are build for slaying casters ,but in most cases you wont be fighting spellcasters so you should at least be useful in a fight and not be that one sided.
7. Con or Dex saves. These are the most common saves mages can throw at ya. Try to be proficient in at least one of em and/or have high stats for them
Considering all of this, there is no way of making an antimage without multiclassing. So lets narrow it down. Almost all casters get Dispell Magic, but few get Counterspell. Wizards, Sorcerers, Warlocks and Bards. From these i think the best option we have is the Warlock. From all the Warlocks, The Archfey is the best option we have. We get access to Faerie Fire, a gap closer and immunity to charms if we go far enough. Now, we could just pick pact of the blade and be done with it, i think we can do better than that. Plus, pact of the blade is really underwhelming compared to the other pacts imo.
THE STATS
Now, depending on which build you end up with, you will either want high STR,CON,CHA or DEX,CON,CHA. This will be addressed in the builds later in the post.
THE BUILDS
Starting off, all of these builds will have 5 levels in Feylock to get counterspell so let me adress the warlock side first. As i said we wont be picking up pact of the blade. We will be choosing pact of the tome. This gives us a lot of utility in and out of combat. One of which is the booming blade cantrip which i think will be exellent vs spellcasters, having to force a con save on the attack, on the opportunity attack AND when they move. Even if they are only DC10, with Mage Slayer those are three Concentration checks at disadvantage. Now that is beautiful. Being able to ritual cast Warlock spells is also a great plus.
Build 1: The Grunt (Fighter 1/Feylock X)
The most straight forward. Pick fighter at lvl 1, get all dem good proficiencies. Pick a shield and rapier as your weapon and leather armor(you can upgrade later for some type of medium armor if you so wish). Pick Dueling for your fighting style. Immediately after that, switch to warlock and dont look back till lvl 6. This build is the fastest at getting counterspell but thats about it. Besides the proficiencies given at lvl one and the fighting style, the only other thing you will be getting till lvl 6 is second wind. 1d10+1 really isnt that useful for healing and it gets more and more useless the higher in level you go. Also, in my opinion, fighter in general isnt a good class to invest past lvl 1 for what we are trying to do here. Action surge is overrated, the extra attacks come way too late, Indomitable is good but again way too late(in our case this would be lvl 14). In dnd the likelihood of continuing past lvl 10-14 drops drastically. Subclasses aint any better either, except Battle Master. Some maneuvers force a STR save, which casters typically suck at. But in all honesty you will either go full warlock past first level, or maybe multiclass into some third class.
Build 2: The Tank (Paladin X/Feylock X)
The beefiest of all three. Since our main lvls are gonna be Warlock, it makes a lot of sense to give the paladin a strong recommendation. Both classes use charisma, so it wont be wasted as much as the other class routes. Wrathful smite is very powerful, you get some healing for the party and honestly it fits the Dragon Age Templar vibe perfectly. One downside, we wont be able to focus on DEX for good initiative with this build since paladins are STR based. But as long as your DEX is at least a 10, you should be fine with just picking up the Alert feat somewhere along the way. So, pick paladin at lvl 1, then warlock at lvl 2. Then get another lvl in paladin to get a fighting style and paladin spellcasting for your smites. After that go back to warlock and keep leveling till you get access to counterspell. After lvl 7 you should consider finally getting a 3rd level in paladin to get a subclass. Now, we get 2 choices that can help us. Oath of Ancients and Oath of Vengeance. If you are considering to go full paladin from lvl 7 onward, i recommend Oath of Ancients, since you will eventually benefit from the magic resistance the subclass gets. If not, then i suggest picking Vengeance till you get an extra attack feature and then go back to warlock. Plus, Vow of Enmity is good to absolutely make sure you get that pesky mage before they run away. So, depending if you decided not to multiclass in some other 3rd class or something, you should be Ancients Paladin 15/Faylock 5, or Vengeance paladin 5/Faylock 15.
Build 3: The DPS (Rogue X/Faylock X)
The striker. Since we want high initiative, and the rogue uses DEX quite well, this might be a good idea to start as if you want a striker type build from your antimage. We basically want three things the rogue can give us. First is sneak attack. Rogues do damage, thats what they are made for. The more damage, the harder that Concentration check DC becomes. Either that or you know, you just kill them before that. Second is Cunning action, for the bonus action dashes since mages tend to run/misty step/blink/teleport a lot. Sure, we will have misty step but why waste the spell slot when you can just be fast and get there? Third is Evasion. The most common saving throws are CON and DEX. With evasion, DEX is literally taken care of for us. Wizard casts a 9th level fireball? Make the save with your high rogue DEX and literally take NO DAMAGE! We start with lvl 1 rogue. Dip into Warlock for one lvl then back to rogue for cunninng action. From here on i think it is best to take one more level in rogue in order to have the subclass early. Now you really only have two options. If you are planning to go full warlock after getting evasion, i recommend picking up Assassin. The most useful feature of Assassin is literally given to you the moment you get this subclass, the rest dont benefit the antimage and with this build you cant reach Death Strike. the second option is the Swashbuckler. Amazing for when fighting alone but you still want to get that sneak attack off, this will often be the case since casters tend to be waaay at the back. Plus you get to use your charisma for initiative which will almost guarantee you will go before the caster. Panache wont help you that much vs spellcasters ,but it adds far more utility than the assassin feature.
THE RACES
Race: Variant Human;
Having the Mage slayer feat from level one is really gonna drive home the antimage feel. Also two +1 gives you a lot to work with depending on how your dm decides to go with stat generation. While yes, no darkvision is a bummer, usually, it isnt a problem for us since we are warlocks. Get Devils Sight and all is well.
Race:Tiefling, Zariel
If you go wuth the paladin build, this particular Tiefling is the best option to get the most out of. Points to two stats that you need, and free smites. Also, tieflings are resistant to fire, which a huge amount of spells do fire damage. Very nice! Regular Tiefling? not so good, since the INT is completely wasted. If the bloodlines arent allowed, skip this race.
Race: Elf, Shadar-Kai/Summer Eladrin
DEX will help with initiative and Fey Ancestry can be useful(keep in mind, if you are planning on investing in Faylock more, you later become immune to charms so this feat becomes close to useless). Sleep is only common in lower levels, but charms can always be used on you. The subrace is difficult though. Two of them fit this build but not a lot of dms allow them. The summer eladrin brings a free gap closer with a damage proc for concentration. Shadar kai does the same, but gives necrotic(and later on resistance to all!)damage. If neither are allowed, skip the elf.
Race: Half Elf
The most all round powerful race in dnd 5e. We keep the Fey ancestry from the elf(again, this may or may not become fully useless later on), and stat boosts galore. If variant half elf is possible, pick drow magic for that free faerie fire against pesky invisimages. You could also pick the High Elf to get Booming blade, so you can have it at lvl 1 and pick some other cantrip when you get pact of the tome instead.
Race: Yuan-Ti
Two words. Magic Resistance. Literally perfect. You find a dm who allows yuan-ti and this build got alot better. Though, its difficult to roleplay a yuan-ti and the whole evil/selfish thing could be a turn off for some, so be prepared.
Race: Aasimar, Scourge/Protector
Perfect for the paladin route, and two resistances to boot. The healing fits thematically, and will help your allies in battle immensely. Scourge will help to force automatic con saves out of them pesky mages on top. Only downside is it does damage to yourself as well. Protector could also work for casters who can fly/know the fly spell.
Race: Tabaxi
An incredibly solid choice. Misty step has its uses, but its usually based on either you having a one time use trait or spell slots. But ridiculously fast movement? Tabaxi have that in spades. Amazing choice for the rogue route. Up to 240f of movement if needed, that mage aint running nowhere! Biggest flaw is to find someone to allow the race.
BACKGROUNDS :
Really up to you, backgrounds are really flexible. But here are two i found that i like.
-Knight of The Order
Fits the antimage/templar vibe perfectly. An easy way of getting an Arcana proficiency. You wont be good at it but it fits the roleplay side of things. With your CHA score however, persuasion can defenitely be used by you! An extra language is great to have if your party doesnt have access to comprehend languages and such. Make up a Templar order with your Dm for that extra personal touch and you are all set.
-Faction Agent
Less of a cult/religious vibe than the above background if you arent aiming for that. Can definitely still work for the antimage. While Insight wont be your strong suit, with this background you have a lot to choose from for your second pick. Also, whats better than one language? Two. Two is better, which this background gives. Again, have you and the dm make some sort of Magic Inquisition Guild and this will fit just fine
You are free to use any of these builds if they strike your fancy and i would appreciate any and all help/opinions you send my way. Thank you for your time.
Now, i think ive nailed down on what an Antimage build needs to have in order to be effective.
1. Mage Slayer Feat. Self explanatory
2. High Initiative. In almost all cases, casters can either outright kill you, or completely disable you in one round. Dex must not be a dump stat.
3. Access to Counterspell and Dispell Magic. Making the mage waste a spell is always good.
4. Some sort of gap closer. Mages tend to stay at the back, or they try to get away somehow when you get close.
5. Survivability. While it isnt the hardest thing to have more hp than the wizard, still keep it in mind.
6. Usability/Utility. You are build for slaying casters ,but in most cases you wont be fighting spellcasters so you should at least be useful in a fight and not be that one sided.
7. Con or Dex saves. These are the most common saves mages can throw at ya. Try to be proficient in at least one of em and/or have high stats for them
Considering all of this, there is no way of making an antimage without multiclassing. So lets narrow it down. Almost all casters get Dispell Magic, but few get Counterspell. Wizards, Sorcerers, Warlocks and Bards. From these i think the best option we have is the Warlock. From all the Warlocks, The Archfey is the best option we have. We get access to Faerie Fire, a gap closer and immunity to charms if we go far enough. Now, we could just pick pact of the blade and be done with it, i think we can do better than that. Plus, pact of the blade is really underwhelming compared to the other pacts imo.
THE STATS
Now, depending on which build you end up with, you will either want high STR,CON,CHA or DEX,CON,CHA. This will be addressed in the builds later in the post.
THE BUILDS
Starting off, all of these builds will have 5 levels in Feylock to get counterspell so let me adress the warlock side first. As i said we wont be picking up pact of the blade. We will be choosing pact of the tome. This gives us a lot of utility in and out of combat. One of which is the booming blade cantrip which i think will be exellent vs spellcasters, having to force a con save on the attack, on the opportunity attack AND when they move. Even if they are only DC10, with Mage Slayer those are three Concentration checks at disadvantage. Now that is beautiful. Being able to ritual cast Warlock spells is also a great plus.
Build 1: The Grunt (Fighter 1/Feylock X)
The most straight forward. Pick fighter at lvl 1, get all dem good proficiencies. Pick a shield and rapier as your weapon and leather armor(you can upgrade later for some type of medium armor if you so wish). Pick Dueling for your fighting style. Immediately after that, switch to warlock and dont look back till lvl 6. This build is the fastest at getting counterspell but thats about it. Besides the proficiencies given at lvl one and the fighting style, the only other thing you will be getting till lvl 6 is second wind. 1d10+1 really isnt that useful for healing and it gets more and more useless the higher in level you go. Also, in my opinion, fighter in general isnt a good class to invest past lvl 1 for what we are trying to do here. Action surge is overrated, the extra attacks come way too late, Indomitable is good but again way too late(in our case this would be lvl 14). In dnd the likelihood of continuing past lvl 10-14 drops drastically. Subclasses aint any better either, except Battle Master. Some maneuvers force a STR save, which casters typically suck at. But in all honesty you will either go full warlock past first level, or maybe multiclass into some third class.
Build 2: The Tank (Paladin X/Feylock X)
The beefiest of all three. Since our main lvls are gonna be Warlock, it makes a lot of sense to give the paladin a strong recommendation. Both classes use charisma, so it wont be wasted as much as the other class routes. Wrathful smite is very powerful, you get some healing for the party and honestly it fits the Dragon Age Templar vibe perfectly. One downside, we wont be able to focus on DEX for good initiative with this build since paladins are STR based. But as long as your DEX is at least a 10, you should be fine with just picking up the Alert feat somewhere along the way. So, pick paladin at lvl 1, then warlock at lvl 2. Then get another lvl in paladin to get a fighting style and paladin spellcasting for your smites. After that go back to warlock and keep leveling till you get access to counterspell. After lvl 7 you should consider finally getting a 3rd level in paladin to get a subclass. Now, we get 2 choices that can help us. Oath of Ancients and Oath of Vengeance. If you are considering to go full paladin from lvl 7 onward, i recommend Oath of Ancients, since you will eventually benefit from the magic resistance the subclass gets. If not, then i suggest picking Vengeance till you get an extra attack feature and then go back to warlock. Plus, Vow of Enmity is good to absolutely make sure you get that pesky mage before they run away. So, depending if you decided not to multiclass in some other 3rd class or something, you should be Ancients Paladin 15/Faylock 5, or Vengeance paladin 5/Faylock 15.
Build 3: The DPS (Rogue X/Faylock X)
The striker. Since we want high initiative, and the rogue uses DEX quite well, this might be a good idea to start as if you want a striker type build from your antimage. We basically want three things the rogue can give us. First is sneak attack. Rogues do damage, thats what they are made for. The more damage, the harder that Concentration check DC becomes. Either that or you know, you just kill them before that. Second is Cunning action, for the bonus action dashes since mages tend to run/misty step/blink/teleport a lot. Sure, we will have misty step but why waste the spell slot when you can just be fast and get there? Third is Evasion. The most common saving throws are CON and DEX. With evasion, DEX is literally taken care of for us. Wizard casts a 9th level fireball? Make the save with your high rogue DEX and literally take NO DAMAGE! We start with lvl 1 rogue. Dip into Warlock for one lvl then back to rogue for cunninng action. From here on i think it is best to take one more level in rogue in order to have the subclass early. Now you really only have two options. If you are planning to go full warlock after getting evasion, i recommend picking up Assassin. The most useful feature of Assassin is literally given to you the moment you get this subclass, the rest dont benefit the antimage and with this build you cant reach Death Strike. the second option is the Swashbuckler. Amazing for when fighting alone but you still want to get that sneak attack off, this will often be the case since casters tend to be waaay at the back. Plus you get to use your charisma for initiative which will almost guarantee you will go before the caster. Panache wont help you that much vs spellcasters ,but it adds far more utility than the assassin feature.
THE RACES
Race: Variant Human;
Having the Mage slayer feat from level one is really gonna drive home the antimage feel. Also two +1 gives you a lot to work with depending on how your dm decides to go with stat generation. While yes, no darkvision is a bummer, usually, it isnt a problem for us since we are warlocks. Get Devils Sight and all is well.
Race:Tiefling, Zariel
If you go wuth the paladin build, this particular Tiefling is the best option to get the most out of. Points to two stats that you need, and free smites. Also, tieflings are resistant to fire, which a huge amount of spells do fire damage. Very nice! Regular Tiefling? not so good, since the INT is completely wasted. If the bloodlines arent allowed, skip this race.
Race: Elf, Shadar-Kai/Summer Eladrin
DEX will help with initiative and Fey Ancestry can be useful(keep in mind, if you are planning on investing in Faylock more, you later become immune to charms so this feat becomes close to useless). Sleep is only common in lower levels, but charms can always be used on you. The subrace is difficult though. Two of them fit this build but not a lot of dms allow them. The summer eladrin brings a free gap closer with a damage proc for concentration. Shadar kai does the same, but gives necrotic(and later on resistance to all!)damage. If neither are allowed, skip the elf.
Race: Half Elf
The most all round powerful race in dnd 5e. We keep the Fey ancestry from the elf(again, this may or may not become fully useless later on), and stat boosts galore. If variant half elf is possible, pick drow magic for that free faerie fire against pesky invisimages. You could also pick the High Elf to get Booming blade, so you can have it at lvl 1 and pick some other cantrip when you get pact of the tome instead.
Race: Yuan-Ti
Two words. Magic Resistance. Literally perfect. You find a dm who allows yuan-ti and this build got alot better. Though, its difficult to roleplay a yuan-ti and the whole evil/selfish thing could be a turn off for some, so be prepared.
Race: Aasimar, Scourge/Protector
Perfect for the paladin route, and two resistances to boot. The healing fits thematically, and will help your allies in battle immensely. Scourge will help to force automatic con saves out of them pesky mages on top. Only downside is it does damage to yourself as well. Protector could also work for casters who can fly/know the fly spell.
Race: Tabaxi
An incredibly solid choice. Misty step has its uses, but its usually based on either you having a one time use trait or spell slots. But ridiculously fast movement? Tabaxi have that in spades. Amazing choice for the rogue route. Up to 240f of movement if needed, that mage aint running nowhere! Biggest flaw is to find someone to allow the race.
BACKGROUNDS :
Really up to you, backgrounds are really flexible. But here are two i found that i like.
-Knight of The Order
Fits the antimage/templar vibe perfectly. An easy way of getting an Arcana proficiency. You wont be good at it but it fits the roleplay side of things. With your CHA score however, persuasion can defenitely be used by you! An extra language is great to have if your party doesnt have access to comprehend languages and such. Make up a Templar order with your Dm for that extra personal touch and you are all set.
-Faction Agent
Less of a cult/religious vibe than the above background if you arent aiming for that. Can definitely still work for the antimage. While Insight wont be your strong suit, with this background you have a lot to choose from for your second pick. Also, whats better than one language? Two. Two is better, which this background gives. Again, have you and the dm make some sort of Magic Inquisition Guild and this will fit just fine
You are free to use any of these builds if they strike your fancy and i would appreciate any and all help/opinions you send my way. Thank you for your time.