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# Way of the Mage Hunter Magic comes in a variety of forms and sources, but fundamentally, the key to magic is imposing your will on the world around you. A certain monastery has trained themselves in reversing this principle to counter magic that acts on them. When the will of a magic-user imposes on these Monks, they focus their superior spirit in a like manner, imposing their will on their own body to resist or minimize the magic's effect. As they progress in this esoteric training, they become able to use this technique to negate magic on others, and even in the world around them. These abilities function in a reverse fashion to magic; while they wield the same principles, they are not magical effects.
##### Way of the Mage Hunter | Level | Features | |:---:|:---:| | 3rd | Deflect Magic, Superior Will | | 6th | Disruptive Strikes | | 11th | Devoke Arcana | | 17th | Mana Void |
### Deflect Magic When you embark on the Way of the Mage Hunter at 3rd level, you learn to redirect magical attacks like other martial artists redirect missiles. When you take damage from a spell attack, you can spend a Ki Point and use your reaction to dissipate the magical energies as they approach you. When you do so, the damage from the attack is reduced by 1d10+ your Wisdom modifier + your Monk level. If you reduce the damage to 0, you can instead redirect the spell's energy, reflecting it back on the attacker. As part of the same reaction, make a spell attack against the creature that cast the triggering spell, using the spell's range and with a bonus equal to your Wisdom modifier + your Proficiency bonus. The damage of this attack is equal to your Martial Arts Die and is of the same type as the triggering spell. ### Superior Will When magic would attempt to alter your mind or body, your superior willpower can override the effect, rendering you safe. When you fail a saving throw against a magical effect, you can spend 1 Ki point to reroll the save. You must use the second roll. \columnbreak ### Disruptive Strikes Beginning at 6th level, you become able to use your Ki to disrupt the magical energies of a spellcaster. When you hit a creature with an attack made as part of your Flurry of Blows, the target has disadvantage on any resulting Concentration saves. ### Devoke Arcana By 11th level, you've learned to project your antimagical abilities at a distance, disrupting existing magic or countering as it is evoked before you. You can spend 3 Ki points to cast *Counterspell* or *Dispel Magic* using your Wisdom modifier, using the normal restrictions and rules of those spells. You can spend additional Ki points, increasing the level of the spell cast by 1 for each additional point, to a maximum of half your level (rounded down) or 9, whichever is lower. This ability is not magical in nature and thus cannot be counterspelled or otherwise effected by anti-magical effects. ### Mana Void By 17th level, you can project your will around you, solidifying the world around you and bracing it against the will of other spellcasters. You can spend 8 Ki Points to cast *Antimagic Field* without verbal or material components. Like Devoke Arcana, this follows all the normal rules for the spell, and cannot be countered by magic-targeting effects. The strain of focusing your Ki into the world around you this way is intense; you have disadvantage to maintain Concentration on Antimagic Field.