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The Mage Slayer
\pagebreak # Mage Slayer The evil wizard walked into the town with a condescending gait, an arrogance typical of his kind. He was so consumed by his ego that he almost didn't notice the glyph activating beneath him. Springing into action, he counterspelled the trap and whirled around to see a smirking owlfolk behind him, counterspelling the counterspell. The wizard replied in turn. A deadly back-and-forth of spell negation ensued, with only the owl's constant patter informing the townsfolk hiding under their beds of the moment-by-moment status of the duel: "You're pretty good, kid, you got hot moves. Must have been trained by Tedesky. He's a real straight shooter; one of the Academy's top notch wizard cops. Probably makes you think you're a hot shot. But guess what, kid? I trained Tedesky! Taught him everything he knows. You've never seen moves like these! Let's dance!" ### Necessary Sacrifice Mage slayers have no affection for the arcane powers they draw on. But sometimes you have to fight fire with *fireball*. \columnbreak ### Justice, Prejudice, and Madness Wizardry and magic inspire hope and excitement in some. But to others, they represent enormous liabilities to public safety. Mage slayers come from all walks of life, with motivations ranging from pure to deranged, in the hopes of curtailing the unlimited power of casters. ### Creating a Mage Slayer When creating your mage slayer, consider why you might be baller enough to oppose the most powerful mortals in the realm. Were you trained to protect important people from the schemes of power-hungry sorcerers? Did a druid steal your boyfriend? Or did you see one too many foolish teenagers sign a pact with a unthinkable being from another dimension with no thought on how it might affect the local economy? #### Quick Build You can make a mage slayer quickly by using these suggestions. First, make Intelligence your highest ability score followed by either Dexterity or Strength, and then Constitution. Second, choose the *mage hand* and *minor illusion* cantrips and the spells *shield* and *detect magic*.
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##### Mage Slayer | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Harm Prevention | 2 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Professional Canceler | 2 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Pursuit | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | ─ | 3 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Pursuit Feature | 3 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 3 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 3 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Cantrip Mastery | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 11th | +4 | Pursuit Feature |4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | — | — | — | | 13th | +5 | Counterspell Expertise | 4 | 10 | 4 | 3 | 3 | 3 | 1| 1 | 1 | — | — | | 14th | +5 | Pursuit Feature | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | — | — | | 15th | +5 | Practiced Defense| 4| 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | — | | 17th | +6 | Master of Deflection | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | | 18th | +6 | Pursuit Feature | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | | 20th | +6 | Counterspell Mastery | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 |
## Class Features #### 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 5) + your Constitution modifier per mage slayer level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor, shields - **Weapons:** simple weapons, martial weapons, firearms* - **Tools:** None - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Athletics, Arcana, Insight, Investigation, Perception or Stealth **if DM allows* #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor, longbow, and 20 arrows - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a scholar’s pack or *(b)* an explorer’s pack ### Spellcasting At first level, the class can now cast spells. #### Cantrips At first level, you know two cantrips of your choice from the mage slayer spell list. You learn additional mage slayer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage slayer table. #### Spell Slots The mage slayer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these mage slayer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. \pagebreak
#### Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the mage slayer spell list. The Spells Known column of the mage slayer table shows when you learn more mage slayer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the mage slayer table. #### Spellcasting Ability Intelligence is your spellcasting ability for your mage slayer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage slayer spell you cast and when making an attack roll with one. ___
**Spell Save DC** = 8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** = your proficiency bonus +
your Intelligence modifier
#### Ritual Casting You can cast any mage slayer spell you know as a ritual so long as that spell has the ritual tag. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your mage slayer spells. ### Harm Prevention You can cast the *shield* spell once without using a spell slot. You can’t do so again until you finish a long rest. ### Professional Canceler In your passionate pursuit of a world safe from magical harm, you have strained yourself to gain access to power far beyond your current abilities. Starting at 2nd level, you can cast *counterspell* once without using a spell slot. You can’t do so again until you finish a long rest. ### Pursuit At 3rd level, you choose a pursuit that reflects why you became a mage slayer. Choose Protector, Druid Hunter, or Busted Soul, all detailed at the end of the class description. The pursuit you choose grants you features at 3rd level and again at 6th, 11th, 14th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat. ### Mage Slayer At 4th level, you gain the full benefits of the Mage Slayer feat: * 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. ### Cantrip Mastery You are beginning to entirely eclipse the capabilities of novice magic users. Starting at 10th level, casting *counterspell* on cantrips does not consume a spell slot and you can cast abjuration and divination cantrips as a bonus action. ### Counterspell Expertise Starting at 13th level, when you cast *counterspell* on a spell between 3rd and 8th level, you cast it at one level higher than the spell slot you spent to cast it. ### Practiced Defense You've seen just about everything a mage can throw at you. Starting at 15th level, you have advantage on saving throws against magic. ### Master of Deflection Starting at 17th level, you can cast an abjuration spell you know without expending a spell slot. You can’t do so again until you finish a long rest. ### Counterspell Mastery Starting at 20th level, casting *counterspell* on a spell of 3rd level or below does not consume a spell slot and your counterspells cannot be counterspelled.
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## Mage Slayer Pursuits Different mage slayers focus their efforts on different niches. The pursuit you choose to emulate reflects your values and priorities. ## Protector Protectors are by far the most common mage slayer archetype. Those who choose this pursuit are driven by a desire to defend others from the potentially destructive power of unrestricted magic. They often find work as royal guards, peacekeepers, or diplomatic security during wizard gatherings. ### Protector Magic You gain pursuit spells at the mage slayer levels listed in the Protector Spells table | Mage Slayer Level | Spells | |:---:|:-----------:| | 3 | *bless, guidance, heroism*| | 5 | *lesser restoration, warding bond* | | 7 | *haste* | | 9 | *aura of life, aura of purity* | ### Shield Other When you make this your pursuit at 3rd level, your protective nature takes magical form. You can cast spells with a range of Self on any friendly creature in a 30 foot radius. This includes spells that use actions, bonus actions, and reactions.
### Sworn Protector At 3rd level, you may become the "sworn protector" of one friendly creature within 15 feet of you, who becomes your "sworn protectee," You always know their exact location as long as they are within 1 mile of you. They gain a +1 bonus to AC and +2 bonus on attack rolls when they are no more than 5 feet from you. You may change your sworn protectee during a long rest. ### Guardian Starting at 6th level, when you cast *shield* on your sworn protectee, they receive an additional +5 bonus to AC. ### Full Optical Patdown At 11th level, the *detect magic* and *identify spells* no longer count as spells known. You have advantage on attack rolls on creatures that attacked your sworn protectee last turn. ### Wellspring of Trust Starting at 14th level, when you cast *shield* at 2nd level or higher on your sworn protectee, you regain one spell slot of one level lower than the spell slot you used. ### Lord Protector Starting at 18th level, you may become the sworn protector of up to 6 other creatures. When you cast the *shield* spell, it applies to all protectees in range.
\pagebreak ## Druid Hunter The archetypal Druid Hunter is a mage slayer consumed with suspicion about the reclusive and secretive nature of druids and similar casters. They spend years studying druidic practices, hoping to stop their mysterious machinations before any innocents are harmed, accidentally or otherwise. ### Druid Hunter Magic You gain pursuit spells at the mage slayer levels listed in the Druid Hunter Spells table | Mage Slayer Level | Spells | |:---:|:-----------:| | 3 | *entangle, hunter's mark, shillelagh, snare*| | 5 | *pass without trace, web* | | 7 | *stinking cloud* | | 9 | *dominate beast, grasping vine, hallucinatory terrain, stoneskin, watery sphere* | ### Gimmick Denial At 3rd level, you've become accustomed to druidic trickery. You are immune to the effects of the *heat metal* spell. ### Linguistic Infiltration You can understand any language while eavesdropping on a spellcaster. You have proficiency in Stealth. ### Extra Attack Shapeshifted druids require formidable force to defeat. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. ### Imitation Wild Shape Starting at 6th level, you can use your action to magically assume the shape of a beast that you (or a druid you have bested) have seen before. Your mage slayer level determines the beasts you can transform into. | Level | Max CR | Limitations |:---:|:-----------:|:-----------:| | 6 | 1/4 |No flying speed| | 11 | 1/2 | -| | 14 | 1| - This feature is identical to the druid's Wild Shape feature with the following exceptions. * Your transformation only lasts 1 hour. * You can only use this feature once per long rest. * You can cast *counterspell* and *hunter's mark* while transformed. * Starting at 18th level, after you kill a spellcaster, you absorb a mote of magical energy. You may spend that mote to wild shape into a creature of CR 5 or less. You cannot store more than 1 mote at a time. \columnbreak ### Natural Enemy You are well-practiced in the art of tracking vile nature-lovers through their home environments. At 14th level, you become familiar with forest, grassland, mountain, and swamp terrain. When you make an Intelligence check related to these terrains, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in these terrains, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * If you are traveling alone, you can move stealthily at a normal pace. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. * You have advantage on Dexterity (Stealth) checks. ### Ecological Shutdown At 18th level, there's no hope left for those villainous druids. Enemy spellcasters cannot heal or teleport by any method while you are within 120 feet of them and you can see them even if you are blinded, in magical darkness, or if they are invisible. Any spell they cast that involves the growth or movement of plant life fails automatically if you are within 120 feet of them at the time of casting. Additionally, you always have advantage on Dexterity (Stealth) checks if there is a hostile spellcaster within 120 feet of you.
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## Busted Soul An extremely rare but powerful archetype, Busted Souls are mage slayers who have become so consumed in their mission to eradicate dangerous magic that they strike deals with a patron to grant them more power. Others may see this as hypocritical and worrying, but Busted Souls are so deeply committed that they either don't or can't consider the consequences of their actions. ### Busted Soul Magic You gain pursuit spells at the mage slayer levels listed in the Busted Soul Spells table | Mage Slayer Level | Spells | |:---:|:-----------:| | 3 | *hex, cause fear*| | 5 | *crown of madness, blindness/deafness* | | 7 | *bestow curse, enemies abound, fear, slow* | | 9 | *confusion* | | 11 | *mislead, contagion* | ### Otherworldly Patron When you make this your pursuit at 3rd level, you strike a bargain with an otherworldly being. It preys on your intense desire to stop magical crime and terror at all costs, and thus has to reveal very little about itself to get you to agree to its terms. You are unsure about its exact nature, but feel free to guess! When you kill an enemy spellcaster, your patron restores one of your used level 1 spell slots, if there are any. ### Eyes of the Enemy You've made a terrible and haunting bargain but it has paid off. Starting at 3rd level, you can see through the eyes of any creature in a 120 foot radius and you can always tell if someone you meet has made a warlock pact or something similar. You can cast *counterspell* on *hex* and *eldritch blast* without using a spell slot. \columnbreak
### Eldritch Invocations Starting at 3rd level, you gain one eldritch invocations of your choice from the warlock class. When you gain certain Mage Slayer levels, you gain additional invocations of your choice, as shown in the Busted Soul Invocations Known table.
| Mage Slayer Level | Eldritch Invocations Known | |:---:|:-----------:| | 3 | 1 | | 6 | 2 | | 11 | 3 | | 14 | 4 | ### Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Busted Soul mystic arcanum spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more spells of your choice that can be cast in this way: one 7th-level spell at 14th level and one 8th-level spell at 18th level. You regain all uses of your Mystic Arcanum when you finish a long rest. | Mage Slayer Level | Mystic Arcanum | |:---:|:-----------:| | 11 | *find the path, globe of invulnerability, primordial ward, scatter, trueseeing*| | 14 | *forcecage, mirage arcane, project image, sequester, tether essence* | | 18 | *antimagic field, antipathy/sympathy, dominate monster, maze, mind blank* |
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# Mage Slayer Spell List
##### Cantrip - *blade ward* - *control flames* - *friends* - *mage hand* - *mending* - *minor illusion* - *prestidigitation* - *resistance* - *true strike* ##### 1st Level - *absorb elements* - *alarm* - *bane* - *charm person* - *color spray* - *command* - *compelled duel* - *detect magic* - *disguise self* - *expeditious retreat* - *faerie fire* - *feather fall* - *grease* - *identify* - *mage armor* - *shield* - *silent image* - *sleep* ##### 2nd Level - *alter self* - *arcanist's magic aura* - *blur* - *darkvision* - *earthbind* - *hold person* - *invisibility* - *knock* - *mirror image* - *misty step* - *see invisibility* - *silence* - *suggestion* - *zone of truth* ##### 3rd Level - *catnap* - *clairvoyance* - *counterspell* - *dispel magic* - *hypnotic pattern* - *intellect fortress* - *major image* - *nondetection* - *protection from energy* ##### 4th Level - *arcane eye* - *banishment* - *charm monster* - *compulsion* - *dimension door* - *freedom of movement* - *greater invisibility* - *locate object* - *resilient sphere* ##### 5th Level - *antilife shell* - *circle of power* - *dominate person* - *far step* - *hold monster* - *legend lore* - *modify memory* - *passwall* - *scrying* - *seeming* - *telekinesis* - *wall of force* - *wall of stone*
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