Difference between revisions of "Mage Slayer (5A)"

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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 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.  
 
If there is no legal space for you to arrive in, you end up in the closest legal space.  
On your next turn all your speeds are halved.
+
This does not require any action, but on your next turn after you use this ability all your speeds are halved.
  
 
=== Counter the Caster ===
 
=== Counter the Caster ===

Revision as of 14:13, 24 October 2021

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This is a Rogue subclass for 5A.

Rogues are the natural enemy of spellcaster, often able to sneak into past guards into a position where the spellcaster is vulnerable. The Mage Slayer focuses on this aspect, 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 Arcana, 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. 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.