Ranger: Mage Hunter

by iwinter

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Mage Hunter

Mage Hunters are a small sect of skilled Rangers that are in charge of keeping the peace in the magical world. Specializing in magic, they make sure that mages and magical creatures alike do not stray into forbidden territory.

Ranger Spells
Ranger Level Spell
3rd Identify
5th Silence
9th Counterspell
13th Otiluke's Resilient Sphere
17th Circle of Power

Spellcaster's Bane

You always have Detect Magic prepared and can cast it as a ritual. You have a Favored Spellcaster - Choose between Intelligence, Wisdom or Charisma. You gain all the same bonuses to tracking and fighting this Spellcaster type as you would for a Favored Enemy, though you do not gain an additional language.

Magi Weapon

As a bonus action, you can empower your weapon with arcane energy. Your weapon deals force damage type instead of its normal damage. Additionaly, The first time you hit your Favored Spellcaster on your turn, you deal an additional 1d4 of force damage to them. This damage increases to 1d6 at 7th level, to 1d8 at 11th level, and 1d10 at 15th level.

Arcane Disruption

At 7th level you have advantage on saving throws against spells and other magical effects cast by your Favored Spellcaster.

Spell Storing

At 11th level you may cast Dispel Magic once per long rest hours without expanding a spellslot. It does not count against the list of ranger spells you know.

Additionally, you can store the magic you cancelled with Dispel Magic or Counterspell in your weapon for up to an hour. While the weapon is in your hand you can activate one of the following effects:

  • Arcane Arrest: On hit, increase the damage dealt by 1d6 per spell level force damage and wrap the target in binding energy. At the end of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 force damage and cannot move. This effects lasts for one minute or until the target uses an action to remove the effect.

  • Arcane Impellent: Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 + 1d6 per spell level force damage and is knocked prone. On a successful save, a creature is not knocked prone, and only takes half as much damage.

  • Arcane Ablution: You may touch a willing creature with your Magi weapon; that creature heals 1d6 health per spell level. If using a ranged weapon, you may attempt fire Arcane Ablution as a ranged attack. If attempted, it will require making a successful attack roll against the targeted creature for the healing to take effect. Regardless of success or failure, this will not consume ammunition.

Null Magic

You have advantage on saving throws against all spells and other magical effects.

You have resistance to spell damage cast by your Favored Spellcaster.

 

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