sandmote
2022-02-14, 11:58 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/aRuCfOnR5apS)
I like the idea of martial characters that are especially good against casters. The main problem being, of course, that features which specifically counter spellcasting can range from extremely powerful to useless depending on how often the enemy casts spells.
My last take (https://forums.giantitp.com/showthread.php?603794-Silencing-Blade-Anti-Mage-Rogue) on the concept creates a low damage AoE effect that also prevents casting. I wanted to try the general concept for a ranger, so for this one I tried to focus on utilizing the ranger's own spellcasting to put in more flexible responses to other casters (something most other martials don't have the tools for). I don't think I managed to bring that together very well, and ended up adding in some effects that increase the ranger's raw damage output to compensate.
Suggestions for how to improve welcome.
Mutilator of Magic Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mutilator of Magic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Mutilator of Magic Spells
Ranger Level Feature
3rd Hex
5th Silence
9th Dispel Magic
13th Freedom of Movement Private Sanctum
17th Steel Wind Strike Circle of Power
Arcana Inspector
When you choose this archetype at 3rd level, you gain proficiency in Arcana and add . If you are already proficient in Arcana you gain proficiency in your choice of Insight, Investigation, Nature, or Survival. Additionally, you can to cast the detect magic spell at will.
Charmslayer
By 3rd level, you learn to turn spells against those affected by them. The first time on your turn when you hit a creature affected by a spell with a weapon attack, the creature takes an additional 1d6 damage of the weapon's type. Starting at 11th level this damage increases to 2d6. Spells that create a spell effect that targets an area or creature do count for the purposes of this feature and inflict lasting effects on the target, such as a slow or suggestion count as spell effects for the purposes of this feature, but spells that merely take up a space, such as a fireball or silent image do not count as effects for the purposes of this feature.
Please note that this is intended to apply to spell cast by any creature, including party members and the Mutilator of Magic themselves.
Arcane Smite
Starting at 7th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Disruptive Strike
By 7th level, you can interfere with the spellcasting of those in your vicinity. When a creature casts a spell or makes a ranged weapon attack while within 5 feet of you, you can use a reaction to make a melee weapon attack against the creature. On a hit, the creature takes damage as normal and must make a constitution saving throw as if attempting to maintain its concentration. On a failed save, the spell or attack fails, although any spell slots or ammunition used in the attack is expended it normal.
Really want to replace this, but I'm not sure what would fit. I like the suggestion from GalacticAxekick for an interrupt, but I have it specifically also apply to ranged attacks. Since the Mutilator of Magic is likely to be attacking the enemy's back lines anyway, I think its still fitting.
Ender of Enchantment
At 11th level, you learn to protect those around you from magic. You can cast the counterspell spell a number of times equal to your proficiency modifier (minimum of +1), and regain all uses at the end of a long rest.
Additionally, you learn to sense when a creature casts a spell or expends a spell slot, even when it doesn't provide any spell components. You can then perform a counterspell against such an effect as normal.
Weave Warper
Starting at 11th level, your ability to tear at the weave allows you to extend destruction even on those who do not practice the arcane arts. As an action on your turn, you can tear at the weave around a creature within 60 feet that you can see, which must make a Constitution saving throw against your spell save DC. On a failed save the creature takes 4d6 force damage and has disadvantage on the next saving throw it makes against a spell until the end of your next turn.
Weave warper is a little awkward given it takes an action rather than an attack. It isn't a spell though, so it doesn't stack with itself. Hopefully this makes it weaker than attacking on most turns, but can be helpful if another party member else really doesn't want to fail with their own powerful spell.
Ward against Witchcraft
By 15th level, you have learned to resist all forms of harmful magical effects. When you make a saving throw against a spell, you gain a bonus to your save equal to your Wisdom modifier (minimum +1). When a creature targets you with a spell that requires an attack roll, you gain the same bonus to your AC. When you a creature targets you with a spell that doesn't allow a saving throw, you can choose to roll a d20. On a result of 16 or higher, the spell fails to affect you.
For a martial class (especially a ranger) and at such a high level, I think this effect is in fact fine.
I like the idea of martial characters that are especially good against casters. The main problem being, of course, that features which specifically counter spellcasting can range from extremely powerful to useless depending on how often the enemy casts spells.
My last take (https://forums.giantitp.com/showthread.php?603794-Silencing-Blade-Anti-Mage-Rogue) on the concept creates a low damage AoE effect that also prevents casting. I wanted to try the general concept for a ranger, so for this one I tried to focus on utilizing the ranger's own spellcasting to put in more flexible responses to other casters (something most other martials don't have the tools for). I don't think I managed to bring that together very well, and ended up adding in some effects that increase the ranger's raw damage output to compensate.
Suggestions for how to improve welcome.
Mutilator of Magic Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mutilator of Magic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Mutilator of Magic Spells
Ranger Level Feature
3rd Hex
5th Silence
9th Dispel Magic
13th Freedom of Movement Private Sanctum
17th Steel Wind Strike Circle of Power
Arcana Inspector
When you choose this archetype at 3rd level, you gain proficiency in Arcana and add . If you are already proficient in Arcana you gain proficiency in your choice of Insight, Investigation, Nature, or Survival. Additionally, you can to cast the detect magic spell at will.
Charmslayer
By 3rd level, you learn to turn spells against those affected by them. The first time on your turn when you hit a creature affected by a spell with a weapon attack, the creature takes an additional 1d6 damage of the weapon's type. Starting at 11th level this damage increases to 2d6. Spells that create a spell effect that targets an area or creature do count for the purposes of this feature and inflict lasting effects on the target, such as a slow or suggestion count as spell effects for the purposes of this feature, but spells that merely take up a space, such as a fireball or silent image do not count as effects for the purposes of this feature.
Please note that this is intended to apply to spell cast by any creature, including party members and the Mutilator of Magic themselves.
Arcane Smite
Starting at 7th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Disruptive Strike
By 7th level, you can interfere with the spellcasting of those in your vicinity. When a creature casts a spell or makes a ranged weapon attack while within 5 feet of you, you can use a reaction to make a melee weapon attack against the creature. On a hit, the creature takes damage as normal and must make a constitution saving throw as if attempting to maintain its concentration. On a failed save, the spell or attack fails, although any spell slots or ammunition used in the attack is expended it normal.
Really want to replace this, but I'm not sure what would fit. I like the suggestion from GalacticAxekick for an interrupt, but I have it specifically also apply to ranged attacks. Since the Mutilator of Magic is likely to be attacking the enemy's back lines anyway, I think its still fitting.
Ender of Enchantment
At 11th level, you learn to protect those around you from magic. You can cast the counterspell spell a number of times equal to your proficiency modifier (minimum of +1), and regain all uses at the end of a long rest.
Additionally, you learn to sense when a creature casts a spell or expends a spell slot, even when it doesn't provide any spell components. You can then perform a counterspell against such an effect as normal.
Weave Warper
Starting at 11th level, your ability to tear at the weave allows you to extend destruction even on those who do not practice the arcane arts. As an action on your turn, you can tear at the weave around a creature within 60 feet that you can see, which must make a Constitution saving throw against your spell save DC. On a failed save the creature takes 4d6 force damage and has disadvantage on the next saving throw it makes against a spell until the end of your next turn.
Weave warper is a little awkward given it takes an action rather than an attack. It isn't a spell though, so it doesn't stack with itself. Hopefully this makes it weaker than attacking on most turns, but can be helpful if another party member else really doesn't want to fail with their own powerful spell.
Ward against Witchcraft
By 15th level, you have learned to resist all forms of harmful magical effects. When you make a saving throw against a spell, you gain a bonus to your save equal to your Wisdom modifier (minimum +1). When a creature targets you with a spell that requires an attack roll, you gain the same bonus to your AC. When you a creature targets you with a spell that doesn't allow a saving throw, you can choose to roll a d20. On a result of 16 or higher, the spell fails to affect you.
For a martial class (especially a ranger) and at such a high level, I think this effect is in fact fine.