Rogue: Mage Hunter Archetype

by Jigui

Search GM Binder Visit User Profile

Rogue: Mage Hunter Archetype

Rogue: Mage Hunter Archetype

There are a lot of arcane practitioner in this world and some people take it into their own hands to hunt them. Mage hunters have devoted their life to the art of hunting and fighting mages for all the wrong they've done to this world.
Those who become a mage hunter develop several ways to impede the magical capabilities of their targets and become extremely slippery.

Adept Pursuer

When you choose this archetype at 3rd level, you gain proficiency on Wisdom (survival) checks.
You can also cast the Hunter's Mark spell. Moreover, you don't have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
Once you reach 9th and 17th level, you respectively cast the spell as a 3rd-level and 5th-level spell.
You can cast this spell a number of time equal to your Intelligence modifier per long rest.

Mage Bane

Starting at 3rd level, you have honed your skills to impede the magical capabilities of your targets.
Your sneak attack can deal force damage. When you deal damage with your sneak attack, you can impose a bane on the creature attacked.


Bane. You learn two banes of your choice. When you hit a creature which would trigger a sneak attack and before rolling the damage of the attack, you can impose a bane to this creature. You can only use one bane per sneak attack. You learn an additional bane of your choice at 6th, 9th, 13th, and 17th level. Each time you learn a new bane, you can also replace one bane you know with a different one.


The bane is remove from the creature after it activated and its effect fully took place. A creature can only have one bane at any given moment. You can apply a bane a number of times equal to your proficiency bonus per short rest.


Saving Throws. Some of your banes require your targets to make a saving throw to resist the bane’s effects. The saving throw DC is calculated as follows:


Bane save DC = 8 + your proficiency bonus + your Intelligence modifier

Quick Feet

Starting at 9th level, you learn to adapt your movements to better fight your opponents.
Your walking speed increases by 10 feet and you gain advantage on saving throws for magical effect created by traps.

Magic Nullifier

Starting at 13th level, by spending time studying mages, you have discovered how to interrupt the spells they weave.
You can innately cast Dispel Magic and Counterspell at their lowest level. Whenever you successfully end a spell or magical effect, you gain a number of temporary hit points equal to three times the level of the ended spell or magical effect + your rogue level.
You use your Intelligence modifier for any checks made with these spells. You can cast each of these spells once per long rest.

Spell Resistance

Starting at 17th level, your time spent hunting mages lead you to develop a knack for dealing with their magical effect.
You have advantage on all saving throws against magic and have resistance against the damage dealt by magic.

Created by: u/Jigui26, 2023-02-25
Image Credit:

  • Witch Hunt by Michaela M. Wartbichler on ArtStation
  • Crannogmen Trackers by Adrián Prado on ArtStation
2

Banes

Bane of Capabilities. The creature must roll the damage from its next damaging spell or magical effect twice and use the lower roll.


Bane of Clumsiness. The creature must make a Dexterity saving throw or lose its ability to use material components. This bane lasts a number of turn equal to half your proficiency bonus (the count is at the end of the creature's turn). The creature can still use a spellcasting focus if it has one.


Bane of Distraught. The creature has disadvantage on the next Constitution saving throw it makes to maintain concentration.


Bane of Exposure. The next time the creature casts a spell or create a magical effect and at least one of your allies is within 5 feet of it, that ally can use its reaction to make a melee weapon attack against that creature. If there are more than one allies in range, you choose which one uses their reaction for this bane.


Bane of Powerlessness. When the creature casts a spell or creates a magical effect that require a saving throw, any allies within 30 feet of the creature make the saving throw at advantage.



Bane of Silencing. The creature must make a Wisdom saving throw or lose its ability to speak momentarily. This bane lasts a number of turn equal to half your proficiency bonus (the count is at the end of the creature's turn).


Bane of Wits. The creature must make a Constitution saving throw when casting its next spell or magical effect or have it fail, its action used and the spell slot or one of the effect's uses consumed.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.