Mage Hunter
"A figure stands in the center of a small town square. They can smell magic on the wind, the creature that has been charming the poor folk of this town is near. They are tracing a symbol absently on a small slate shard, calmly watching over the crowd, taking in every detail. That one has a smirk beneath their hood and is turned away from them. It must be them. With a shout of "Witch!" they shatter the slate shard and a wand up the figures sleeve snaps in half. They have their mark."
"A beleagured woman stands facing a Behir, blood pouring from a wound in her head, her foe reared up and hissing. As the creature lets out a blast of lightning, she lets out a roar of triumph and slams her fist into the back of her shield. A projected ward erupts forward and absorbs the mighty lightning bolt, anchoring it harmlessly into the ground. Her foe bemused, she steps forward with a determined glare. She will not fall here."
"A bald man in plain robes approaches a secluded tower on a small island. Rain lashes him and wind buffets him, but he is unperturbed. As he reaches the door to the tower, he runs a hand over the door and whispers softly to himself. He makes a fist and with a sharp gesture tears the magical protections down. Calmly, he knocks on the door. Inside, a wizard trembles in fear."
Mage Hunters are people who have dedicated their lives to the pursuit and punishment of criminal mages. Trusting to steel, determination and their esoteric wards, they do what many others cannot. With a sharp blade and an endless well of willpower, they are relentless, inexorable and terrifying foes.
Doing What Others Will Not
Criminal magic users can be a massive problem for any kind of governing body. Not only are they incredibly powerful, able to blast apart entire units in seconds, they can also warp and wield the minds of those around them. What is a government to do? Enter the Mage Hunters. An order of warriors who have perfected techniques with which to fight against mages.
Some orders are effectively military arms, entire squads of mage hunters to counter magical artillery. Some are arms of churches, trained and sanctified to punish the abhorrent. Some are in the employ of magical academies, stationed onhand to prevent any unseemly mishaps. Whatever their purview, they all share one thing. A sense of resolution and purpose.
It takes a special kind of person to look at the incredible powers that mages employ and to think "Well that's not fair" and grab a sword. Mage Hunters who do not possess the willpower, wits and determination to stand against their foes do not become Mage Hunters.
This degree of commitment, coupled with the undeniable service they do and the often fostered mystique around their work leads to a fearful public view of these people. This serves a Mage Hunters purpose well, and it is not often that one will seek to challenge that perception.
Runecraft, Wardcraft and Witchcraft
The Wards that are employed by Mage Hunters are marks and brands they they keep on their person to protect them from magic, counter it's effects or enhance their capacity to do their job. They are a type of Runecraft It is an irony not lost on it's practitioners that these wards are infact based on the very magic that they aim to curtail.
Many of these Wards are charms, tokens or pendants that have been etched with a particular symbol that the user has learned. It is not uncommon to see a seasoned Mage Hunter bedecked in strange baubles and curios with purposes that are impossible to guess at a glance.
A Life of Grim Glory
Given the work that they do and the type of people they often are, there are many legends and rumors about Mage Hunters that paint them in a strange romanticism. A person with nothing but pure gumption standing up to the overwhelming power of a wizard and walking out the other side.
The reality is far less exciting. At least, most of the time. A seasoned Mage Hunter knows well that despite all their willpower, the thing that is keeping them going is a combination of being more prepared than their foe, good luck and their esoteric Wards.
Their skillset and mettle makes them very successful and sought after adventurers, however. A Mage Hunter who is bored, forced into retirement or simply in need of some quick money will often sign up to join an adventuring party. Their skills in combat and control are always welcome among adventurers, so long as they are the party wizard keep on each others good sides.
Creating a Mage Hunter
When creating a Mage Hunter consider the following questions. What is their opinion on their order? Do they enjoy it there? Are they welcome to return at any time? What made them leave and start a life of adventure? Do they enjoy their skills or are they simply a necessity? How do they feel about the people they hunt?
People do not simply "fall into" mage hunting. Also consider, what was it that made you take this path in life? Is it a choice you made or was it made for you? How do you feel about that choice now?
Quick Build
You can quickly build a Mage Hunter by following these suggestions. Firstly, Strength should be your highest ability score, followed by your Discipline ability score. Second, take Soldier background.
Class Features
As a Mage Hunter, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Mage Hunter level
- Hit Points at 1st Level: 10 plus Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) plus Constitution modifier per level
Proficiencies
- Armor: Light, Medium and Shields
- Weapons: Simple and Martial weapons
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor and a simple weapon
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a pair of manacles, three wooden stakes and three daggers
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing as a Mage Hunter
| Prerequisite | Proficiencies gained |
|---|---|
| Intelligence, Wisdom or Charisma 13 and Strength or Dexterity 13 | Martial weapons, shields |
Mage Hunter
| Level | Proficiency Bonus | Features | Determination Uses | Wards Known | Wards Prepared |
|---|---|---|---|---|---|
| 1st | +2 | Hunter Discipline, Determination | 2 | - | - |
| 2nd | +2 | Warding, Fighting Style | 2 | 2 | 1 |
| 3rd | +2 | Hunter Discipline feature | 3 | 2 | 1 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 2 |
| 5th | +3 | Extra Attack | 3 | 3 | 2 |
| 6th | +3 | Intuition, Hunter Discipline feature | 4 | 4 | 2 |
| 7th | +3 | Furor | 4 | 4 | 2 |
| 8th | +3 | Ability Score Improvement | 4 | 5 | 3 |
| 9th | +4 | Deep Conviction | 4 | 5 | 3 |
| 10th | +4 | Hunter Discipline feature | 4 | 5 | 3 |
| 11th | +4 | Shrug It Off | 4 | 6 | 3 |
| 12th | +4 | Ability Score Improvement | 5 | 6 | 3 |
| 13th | +5 | Furor (2d8) | 5 | 6 | 3 |
| 14th | +5 | Hunter Discipline feature | 5 | 7 | 3 |
| 15th | +5 | Warding Mastery | 5 | 7 | 4 |
| 16th | +5 | Ability Score Improvement | 5 | 7 | 4 |
| 17th | +6 | Furor (3d8) | 6 | 8 | 4 |
| 18th | +6 | Hunter Discipline feature | 6 | 8 | 4 |
| 19th | +6 | Ability Score Improvement | 6 | 8 | 4 |
| 20th | +6 | Indefatigable | 6 | 9 | 4 |
Hunter Discipline
Your techniques and particular skill set are determined by the specific discipline that you ascribe to. Choose from one of the available disciplines later in this document. Your choice will grant you features at different levels as specified in the Mage Hunter class table.
Determination
You have a deep well of determination and willpower that you can keep you going through adversity. You can become Determined for one minute as a bonus action.
While Determined, you gain the following benefits:
- Your current and maximum hit points increases by five times your Mage Hunter level
- When have advantage on saving throws against spells and magical effects.
- Your attacks count as magical for the purpose of overcoming damage reduction and immunity, and deal damage to hit points even if your target has temporary hit points.
Your Determination lasts for one minute and ends early if you fall unconscious or choose to end it early, requiring no action from you.
You can use this ability a number of times as specified in the Mage Hunter class table and regain those uses on finishing a long rest.
Warding
Starting at 2nd level, you have learned the secrets to preparing Wards. These are measures that you use to enhance your abilities temporarily. These can vary from sacred relics to alchemical preparations to magically imbued tattoos. Whatever the form, their function remains the same.
Preparing and Using Wards
You can have a number of Wards active as indicated in the Mage Hunter class table. You choose your active Wards from your list of known Wards when you finish a long rest. When you finish a short rest, you can swap out one Ward for another you know but do not have active.
An Active Ward confers a passive effect while it is Active. You can spend an active Ward to activate it's Spend Effect. A Wards description will tell you what is required to spend it. Once spent a Ward becomes inactive and cannot be used again until you finish a short or long rest.
You can prepare a Ward more than once. The Active effect of a Ward does not stack with itself. The only exception is Wards which specify you must choose a damage type. In this instance, different damage types count as different Active effects.
Wards Known
You know 2 Wards to begin with and learn additional Wards as you gain levels, as shown in the Mage Hunter class table. When you gain a level in this class you can swap out one Ward known for another Ward which you meet the prerequisites for.
Ward Save DC
Some Wards may call for a target to make a saving throw. If they do so, use the following formula to determine the DC:
Ward Save DC = 8 + your proficiency bonus +
Fighting Style
Starting at 2nd level, you have begun to develop a signature fighting style. Choose from one of the options below.
Suffer Not The Heretic When you damage a creature, if that creature can cast spells you increase that damage by 1d4. If that creature cast a spell during it's last turn, you instead increase that damage by 1d8.
Righteous Fury When you are wielding a weapon in both hands and miss with an attack roll, you can use a bonus action to make a weapon attack against a creature you failed to hit with an attack this round. If that creature can cast spells, this attack is made at advantage.
Prevent Escape When you hit a creature with a ranged weapon attack that creatures speed is reduced by 10 until the end of your next turn. If that creature has a magical bonus to their speed, this effect also suppresses that bonus.
Stake the Heart When you take the Attack action while wielding a weapon in each hand, you can replace one attack with special Stake attack. This attack deals damage equal to the weapon die of both weapons plus your Dexterity modifier. If this attack causes a Concentration check, the DC for that check is equal to the damage dealt or 10, whichever is higher.
Bind Their Hands When you are wielding a weapon in one hand and no other weapon, once per turn when you hit a creature with an attack you can cause them to suffer disadvantage on their next attack roll. This effect lasts until the end of your next turn.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, when you take the Attack action.
Intuition
Starting at 6th level, you have developed a sense for danger and can sense magic nearby. You can spend one minute in close examination of a creature, object or area to learn if that object is under the effect of a spell and what the effect of that spell is.
You can use a bonus action to make an Insight check against a creature opposed by their Deception, or spell save DC if they have one, to determine if that creature can cast spells.
Furor
Starting at 7th level, you are more alive in the flurry of combat and the thrill of the hunt. Once per turn, when you hit a creature with a weapon attack you can use your reaction to gain 1d8 temporary hit points. If you use this ability on an attack that scored a critical hit, the dice for this ability are also doubled.
The amount of temporary hit points gained increases to 2d8 at 13th level and 3d8 at 17th level.
Deep Conviction
Starting at 9th level, you have an indefatigable will that keeps you going long past the point where others would fall. When you finish a short rest you regain one use of your Determination ability.
Additionally, while Determined you can use an action to regain hit points equal to your character level.
Shrug It Off
Starting at 11th level, your determination can keep you fighting when you would otherwise fall. When you are reduced to 0 hit points, or would be killed outright by an effect without dealing damage, you can spend a use of your Determination ability to instead be reduced to 1 hit point.
Warding Mastery
Starting at 15th level, your will and knowledge of Warding has become incredible. You double the Active Effects of any Wards you have Active.
Indefatigable
Starting at 20th level, your willpower allows you to completely ignore even the most serious wounds in dire circumstances. You can use an action to regain a number of hit points equal to one half your current maximum hit points.
You can use this ability twice and regain those uses on finishing a long rest.
Hunter Disciplines
Your Hunter Discipline define the means by which you enact your grim work of hunting mages.
Witch hunter
Witch Hunters are often a militant arm of a church or other faith based organization that considers magic users anathema. They steel themselves with faith and fight with an incredible fury, spurred on by their hatred and paranoia.
Hunting Style
You hunt mages with a zeal and fury spurred on by an innate faith in the righteousness of what you do. Wisdom is your Discipline ability modifier.
Your style focuses on overwhelming mages with incredible force. When you cause a concentration check, the DC for that check is equal to the damage dealt or 10, whichever is higher.
Zealous Paranoia
Starting at 1st level, your conviction regarding a person can often supplant the truth, at least long enough for your needs. You can use a bonus action to target a creature. For the next minute, your abilities affect this creature as though they could cast spells.
You can use this ability once and regain that use on finishing a long rest.
Any time before you regain the use of this feature, your DM can decide that it has affected a random creature. You become utterly convinced this creature is a malicious spellcaster. You then regain the use of this feature.
Incite Violence
Starting at 3rd level, your zeal is infectious and you can whip up a frenzy against the target of your ire. You can use an action to target a creature and incite violence against them. Your target takes additional damage from attacks equal to your Wisdom modifier until the end of your next turn.
If the creature you target is under the effect of your Zealous Paranoia you can use this ability on them as a bonus action.
You can use this ability once and regain that use on finishing a long rest, or upon regaining the use of your Zealous Paranoia feature.
Burn the Witch
Also at 3rd level, you learn the Searing Brand mark. It does not count against your marks known.
Additionally, the active effect of this Ward increases to your Wisdom modifier against creatures that can cast spells.
Marked Fury
Starting at 6th level, you are a hammer with which to smite heretics. When you spend a Mark to deal damage, you may reroll your damage die and choose which result to use. This effect lasts until the end of your turn and applies to any damage you deal this turn.
Pierce Disguise
Starting at 10th level, you have learned of the tricks of your foes and, more importantly, how to thwart them. You have advantage on any roll to see through illusions, disguises or outright lies.
While you are Determined, you can see through illusions.
Stir the Crowd
Starting at 14th level, your Wards are as infectious as your zealous fervor. When you spend a Ward you may choose for a number of allies within 30 feet up to your Wisdom modifier to gain the Active effect of that Ward until the end of your next turn.
Malleus Mallificarum
Starting at 18th level, you have learned the most powerful secrets of your order. You learn the Witchhammer Mark. It does not count against your Marks known.
Templar
Templars are warriors who believe that knowing the secrets of mages allow them to hunt them better and defend themselves, and others, more effectively. They are masters of Wards and can withstand assaults that could topple buildings.
Hunting Style
You hunt Mages with a degree of understanding that others cannot grasp, learning their tricks and exactly which strings to pull to unravel the whole thread. Intelligence is your Discipline ability modifier.
Your capacity to disrupt and destroy magical effects is superb. When you roll a check to dispel or counter a magic effect, you add your proficiency bonus to that roll.
Stand Strong
Starting at 1st level, you have studied defensive measures extensively, particularly against spells. When you take damage you can use your reaction to reduce the damage of that attack by 1d6 plus your Intelligence modifier.
If you use this feature against a spell attack, you instead reduce that damage by 1d12 plus your Intelligence modifier.
Sacred Wards
Starting at 3rd level, you have begun to master the application and sustaining of Wards. When you finish a long rest, choose one Ward you have prepared. You retain the Active effect of this Ward, even while it is spent.
Nullify
Also at 3rd level, you have learned to disrupt magic with your own defenses. You learn the Nullifying Mark Ward and it does not count against your Wards known.
Additionally, when you prepare that Mark you can choose slashing, piercing or bludgeoning as well as the chosen damage type.
Warded Recovery
Starting at 6th level, your Wards include failsafes that allow you to keep fighting. When you spend a Ward, you regain hit points equal to your character level plus your Intelligence modifier.
Enduring Wards
Starting at 10th level, your Warding magic clings to you even after being spent. When you spend a Ward you retain that Wards active effect for a number of rounds equal to your Intelligence modifier.
You gain a bonus on saving throws equal to your number of spent Wards.
Moment of Purity
Starting at 14th level, your resolution inspires your allies to shrug off even the most powerful effects. You can use an action to choose a condition you are not suffering. Each ally within 60 feet who can see you can immediately make a saving throw to overcome that condition. A creature can choose to use your modifier for this saving throw.
Bastion
Starting at 18th level, your Wards have achieved the height of power. You learn the Bastion Mark. It does not count against your Marks known.
Reality Anchor
A Reality Anchor is someone who was born with a natural resistance to magic and the means by which it is enacted on the world. They are often taken to, or demanded by, Mage Hunter orders to train as their natural gifts are perfect for their line of work.
Hunting Style
You hunt mages with a powerful natural advantage, a kind of concentrated anti-magic that you constantly exert on the world around you. Charisma is your Discipline ability score.
Your style focuses on clashing wits and wills with your opponents. You gain a bonus to saving throws and armor class against magical effects equal to your Charisma modifier.
Dampen Heights
Starting at 1st level, your natural gifts not only dampen magic but many moments of excess and drama. When a creature within 30 feet of you rolls the highest number on a die you can use your reaction to reduce that number by an amount equal to your Charisma modifier to a minimum of 1.
When you use this ability you cannot use it again for one minute.
Enact Will
Starting at 3rd level, you are beginning to learn that the reality you enforce can be modified by your perceptions. Whenever you finish a short or long rest roll 3d6 and record the number. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet with this number. You must choose to do so before the roll.
This number can be used only once. When you finish a short or long rest, you lose an unused number.
Destroy Magic
Also at 3rd level, you learn the Censuring Mark Ward and it does not count against your Wards known.
Additionally, when you spend a Ward you can choose to replace that Wards spend effect with the spend effect of Censuring Mark.
Warded Grounding
Starting at 6th level, you incorporate your powers into your Wards, adding an enormous weight of enforced reality. When you spend a Ward you can choose a creature you can see within 30 feet. That creature does not add any modifiers to attack rolls or ability checks until the end of your next turn.
Aura of Mundanity
Starting at 10th level, your power has grown to the point where it effects the area and people around you as much as yourself. When an ally within 30 feet is the target of a spell they can use their reaction to gain a bonus to their armor class or to their saving throw equal to your Charisma modifier.
Enforce Reality
Starting at 18th level, you learn the Anchor Down Ward. It does not count against your Wards known.
Wards
Wards are magical, and counter magical, defenses Mage Hunters keep in place to aid them in their hunt. They can unleash the power held within these Wards to accomplish a sudden, dramatic effect. The Wards are then rendered inactive until they can be recharged.
Generally, a Mark is applied to armor and is a defensive or counter measure while a Brand is applied to a weapon and is an aggressive measure.
Searing Brand
Active Effect: While this Ward is active, you deal an additional 1 fire damage with weapon attacks.
Spend Effect: You can spend this Ward as a bonus action. The next time you hit a creature within the next minute they take an additional 1d8 fire damage and are marked with a Searing Brand for one minute. For the duration of the brand, a creature that attempts to cast a spell must make a Wisdom saving throw. On a failure, the spell fails. On a success, the spell goes off as normal and they take fire damage equal to your Discipline ability modifier plus your proficiency bonus.
Witchhammer
Prerequisite: Malleus Mallificarum feature
Active Effect: While this Ward is active, damage you deal cannot be reduced in any way.
Spend Effect: You can spend this Ward when you hit an enemy with a weapon attack. The damage of that attack is increased by 4d8 force damage. If this damage reduces a creature to 0 hit points, you do not spend this Mark.
Nullifying Mark
Active Effect: When you prepare this Ward, choose a damage type. While this Ward is active, you reduce damage you take of that type by 3.
Spend Effect: You can spend this Ward as a reaction to a creature within 60 feet of you that you can see casting a spell. If you do so, make a Discipline ability check with a DC equal to 10 plus the level of the spell slot spent. On a success, the spell fails and has no effect.
Bastion
Prerequisite: Bastion feature
Active Effect: While this Ward is active, you reduce damage you take by 3.
Spend Effect: You can spend this Ward as a reaction to a creature within 60 feet of you that you can see casting a spell. If you do so, you and each ally within 30 feet gains advantage on any saving throws required by that spell and resistance to any damage caused by that spell. If a creature under this effect fails it's saving throw and would still take damage, it instead takes no damage.
Censuring Mark
Active Effect: While this Ward is active, you gain a +1 bonus to saving throws against effects with a duration longer than Instantaneous.
Spend Effect: You can spend this Ward as an action to target an ongoing magical effect affecting an area or creature. You must make a Discipline ability check with a DC equal to 10 plus the level of the spell causing the effect. On a success, the effect ends.
Anchor Down
Prerequisite: Enforce Reality feature
Active Effect: While this Ward is active, you cannot have disadvantage on saving throws against spell effects.
Spend Effect: You can spend this Ward as a reaction to a spell of magical effect affecting a creature or area within 30 feet of you. You becomes affected by an Antimagic Field as per the spell until the end of your next turn. While under this effect, the radius of the Antimagic Field is 30 feet.
Absorbing Mark
Active Effect: When you prepare this Ward, choose one of acid, cold, fire, lightning or thunder. While this Ward is active, you reduce damage of your chosen type by 3.
Spend Effect: You can spend this Ward as a reaction to taking damage of the chosen type. You reduce the damage taken to 0 and instead regain a number of hit points equal to your character level.
Elemental Brand
Active Effect: When you prepare this Ward, choose one of acid, cold, fire, lightning or thunder. While this Ward is active, your weapon attacks deal an additional 1 damage of your chosen type.
Spend Effect: You can spend this Ward as a bonus action. For one minute, you retain the Active effect of this Ward. At any point during this effect you can increase the damage of a weapon attack by 2d8 of the chosen damage type. This effect then ends.
Repelling Mark
Active Effect: While this Ward is active, you have advantage on checks to avoid or escape the Grappled condition.
Spend Effect: You can spend this Ward as a reaction to a creature moving within 5 feet of you. The triggering creature must make a Strength saving throw. On a failure, they take 3d8 force damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not pushed.
Spelleater Mark
Active Effect: While this Ward is active, you gain a +2 bonus on saving throws against spells with a duration of Instantaneous.
Spend Effect: You can spend this Ward as a reaction to failing a saving throw against a spell. If you would take damage from failing that saving throw, you instead take 0 damage.
Manabreak Brand
Active Effect: While this Ward is active, your weapon attacks deal an additional 1 force damage.
Spend Effect: You can spend this Ward as a reaction to hitting a creature with a weapon attack. If the creature has any spent spell slots it takes 1d8 force damage plus an additional 1d8 per level of it's highest level spent spell slot.
Righteous Brand
Prerequisite: Suffer Not The Heretic fighting style
Active Effect: While this Ward is active, your weapon attacks deal an additional 2 radiant damage to creatures that cannot cast spells.
Spend Effect: You can spend this Ward as a reaction to hitting a creature with a weapon attack. Increase the damage from this attack by 1d8 radiant damage plus an additional 1d8 per spent Ward you have.
Focusing Brand
Prerequisite: Righteous Fury fighting style
Active Effect: While this Ward is active, your first weapon attack each round gains a +2 bonus to hit.
Spend Effect: You can spend this Ward as a reaction to missing a creature with a weapon attack. You can re-roll the triggering attack roll with advantage.
Binding Brand
Prerequisite: Prevent Escape fighting style
Active Effect: While this Ward is active, your ranged weapon attacks pull their target 5 feet toWards you.
Spend Effect: You can spend this Ward as a reaction to hitting a creature with a ranged weapon attack. Your target must make a Strength saving throw. On a failure, they are Restrained until the end of your next turn. On a success, their speed is reduced to 0 until the end of your next turn and they are not restrained.
Disrupting Brand
Prerequisite: Stake the Heart fighting style
Active Effect: While this Ward is active, your weapon attacks increase the DC of any Concentration checks they cause by 2.
Spend Effect: You can spend this Ward as a bonus action to target a creature within 30 feet. If that creature is maintaining concentration they must immediately make a Charisma saving throw or lose that concentration.
Breaking Brand
Prerequisite: Bind Their Hands fighting style
Active Effect: While this Ward is active, your weapon attacks deal an additional 1 bludgeoning damage.
Spend Effect: You can spend this Ward as a reaction to hitting a creature with a weapon attack. Your target must make a Strength saving throw. On a failure, they suffer disadvantage on weapon attacks and cannot perform Somatic components for one minute. A creature can repeat this saving throw at the end of each of it's turns, ending the effect on a success.
Shattering Mark
Active Effect: While this Ward is active, you can use a bonus action to sense the nearest spellcasting focus within 30 feet.
Spend Effect: You can spend this Ward as an action to target a spellcasting focus or mundane weapon within 30 feet. Your target breaks, becoming useless. If your target is being worn or carried, its bearer can make a Charisma saving throw. On a success, your target remains whole.
Alacritous Mark
Prerequisite: 5th level
Active Effect: While this Ward is active, you gain a bonus on Initiative checks equal to one half your proficiency bonus.
Spend Effect: You can spend this Ward as an action. You gain the effect of the Haste spell until the end of your next turn.
Soothing Mark
Prerequisite: 5th level
Active Effect: While this Ward is active, you cannot have disadvantage on Charisma checks against creatures you are not actively fighting.
Spend Effect: You can spend this Ward as a bonus action to target a creature you can see within 60 feet. Your target is affected by the Calm Emotions spell.
Monster Slayer Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, your attacks count as magical for the purposes of overcoming damage reduction and immunity.
Spend Effect: You can spend this Ward as a bonus action to cast Hunter's Mark. While maintaining concentration on this spell, you retain the active effect of this Ward.
Caustic Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Acid Splash cantrip.
Spend Effect: You can spend this Ward as an action to cast Melf's Acid Arrow as a 3rd level spell.
Frost Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Frostbite cantrip.
Spend Effect: You can spend this Ward as an action to cast Ice Knife as a 3rd level spell.
Flame Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Firebolt cantrip.
Spend Effect: You can spend this Ward as an action to cast Burning Hands as a 3rd level spell.
Thundering Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Thunderclap cantrip.
Spend Effect: You can spend this Ward as an action to cast Thunderwave as a 3rd level spell.
Lightning Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Lightning Lure cantrip.
Spend Effect: You can spend this Ward as an action to cast Witch Bolt as a 3rd level spell.
Shining Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Word of Radiance cantrip.
Spend Effect: You can spend this Ward as an action to cast Branding Smite as a 3rd level spell.
Cloying Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Chill Touch cantrip.
Spend Effect: You can spend this Ward as an action to cast Arms of Hadar as a 3rd level spell.
Shimmering Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Force Dart cantrip.
Spend Effect: You can spend this Ward as an action to cast Magic Missile as a 3rd level spell.
Poison Brand
Prerequisite: 5th level
Active Effect: While this Ward is active, you can cast the Poison Spray cantrip.
Spend Effect: You can spend this Ward as an action to cast Ray of Sickness as a 3rd level spell.