Difference between revisions of "Mage Slayer (5A)"
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At 3rd level when you pick this archetype, you learn that a sudden rush is often the best way to catch a caster. | At 3rd level when you pick this archetype, you learn that a sudden rush is often the best way to catch a caster. | ||
When a creature within 50 ft. of you starts to cast a spell, you can use a reaction to move up to half your speed and do a weapon attack against that caster. | When a creature within 50 ft. of you starts to cast a spell, you can use a reaction to move up to half your speed and do a weapon attack against that caster. | ||
+ | If the caster is a sorcerer, warlock, or wizard you have advantage on this attack. | ||
You cannot move in a manner that leaves you further away from the caster at the end of this reaction. | You cannot move in a manner that leaves you further away from the caster at the end of this reaction. | ||
If you began this rush hidden using Stealth, you remain hidden until after you perform your attack. | If you began this rush hidden using Stealth, you remain hidden until after you perform your attack. |
Revision as of 22:16, 25 October 2021
Starfox's 5th Edition Fan Page |
This is a Rogue subclass for 5A.
Rogues are the natural enemy of spellcasters, often able to sneak past guards into a position where the spellcaster is vulnerable. The Mage Slayer focuses on this, as an assassin, bounty hunter, or agent of the law. Arcane spellcasters are prime targets of mage slayers, but they cannot afford to be choosy.
Archetype Features
Bonus Proficiencies
At 3rd level when you choose this archetype, you gain proficiency in Arcana. If you are already proficient in this skill, you gain proficiency in Nature or Religion instead. If you are proficient in all these skills, you gain proficiency in any other skill of your choice.
Rush the Caster
A common trick spellcasters use is to keep their distance At 3rd level when you pick this archetype, you learn that a sudden rush is often the best way to catch a caster. When a creature within 50 ft. of you starts to cast a spell, you can use a reaction to move up to half your speed and do a weapon attack against that caster. If the caster is a sorcerer, warlock, or wizard you have advantage on this attack. You cannot move in a manner that leaves you further away from the caster at the end of this reaction. If you began this rush hidden using Stealth, you remain hidden until after you perform your attack.
Resist the Caster
At 3rd level, you gain advantage on all saving throws against spells.
Follow the Caster
At 9th level, when a creature within 5 ft. of you moves, teleports, or uses planar travel, you can move along with them to wherever they are going, arriving in a spot of your choice within 5 ft. of them. You get a brief glimpse of the target location before you decide to go along with them or not. If you need some special kind of movement to move as the creature does (such as flight or swim speed), you gain that movement until the end of your next turn at a speed equal to your land speed. If there is no legal space for you to arrive in, you end up in the closest legal space. This does not require any action, but on your next turn after you use this ability all your speeds are halved.
Counter the Caster
At 13th level, you learn Counterspell and Dispel Magic. You can cast them without using spell slots. Your casting ability for these spells is Intelligence.
Ignore the Caster
At 17th level you have personal immunity to lasting magical effects within 5 ft. You can walk trough a Wall of Force and Illusions in range cannot fool you. You can still be affected by instantaneous effects.