Ranger Conclave: Magi Hunter

by ConradRook

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The Magi Hunter Ranger

The Magi Hunter archetype means you have witnessed the damage that magic can do when it is placed in the wrong hands. You have committed yourself to protecting both civilization and the wilderness from this rogue magic, and have trained in special techniques to accomplish this goal.

Magi Hunter Features
Ranger Level Feature
1st Magi Hunter Magic, Hunting Hounds
6th Spellcaster's Bane
10th Strengthened Bond
14th Spell Unravel
17th Strengthened Bond
Magi Hunter Magic

You have had special training to deal with threats from creatures that can use magic, in addition to your normal ranger training. Your skills with this art grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Magi Hunter Spell table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Ranger Level Spell
3rd Detect Magic
5th Hold Person
9th Dispel Magic
13th Counterspell
17th Hold Monster
Hunting Hounds

You have learned to reach out to the spirits of nature themselves to ask for aid. You can summon two fey spirits that manifest as Hunting Hounds, and will travel with you. These creatures can resemble dogs, wolves, cougars, or any other similar 4-legged creature, and they often have fur that is an unusual color. The hounds are friendly to you and your companions, and they follow your commands. You can communicate with them both telepathically and verbally.

In combat, the hounds share your initiative count, but they take their turn immediately after yours. The only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to attack or to take the Dash, Disengage, Search, or Hide action.

If one of your hounds is reduced to 0 hit points, it releases its physical form and returns to the Feywild. At the end of a long rest, you can spend 10 minutes resummoning any hounds that died.

Spellcaster's Bane

Your training has allowed you to master the art of tracking down magic users. You gain an additional Favored Enemy: Spellcasters. When you are tracking a group of creatures, you can immediately tell if any of them have the ability to cast spells. You have advantage on Intelligence checks to recall information about spell effects and identify any spells in use. You gain proficiency in arcana if you don’t already have it. You do not gain an additional language from this ability like you would normally from a Favored Enemy.

Strengthened Bond

As you grow in power, you begin to strengthen your connection with your hounds. When you reach 11th level, they gain the following effects:

  • Your hound's Bite attack now has a +5 to hit, and the damage from the attack becomes (2d6+4) piercing damage. Their attacks are also considered magical for the purpose of overcoming resistances.
  • Your hound’s armor class increases to 15, and their Dexterity and Wisdom scores each increase by one.
  • Your hounds can now use the Protective Instinct ability twice per day.

At 17th level, Your hound's bite increases to (3d6+7) damage with a +7 to hit and their AC increases to 17

Spell Unravel

Your understanding of how spells are cast has given you insight on how to disrupt them. As a reaction, you can stop a creature that you can see within 30 ft. of you from casting a spell, and the spell slot is still consumed. When you do this you can force the target to make a Wisdom saving throw against your spell save DC. If they fail, they cannot cast spells until the end of your next turn. You can only use this ability once per long rest.



Hunting Hound

Medium Fey, Chaotic Good


  • Armor Class 13
  • Hit Points three times your level in this class + your Wisdom modifier
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 11 (+0)

Senses. darkvision 30 ft., passive Perception 10

Languages. The Hound can understand any language that you speak.


Skills. Perception +3, Stealth +5

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.


Reactions

Protective Instinct. If an ally within 5 ft of the hound would be hit by a spell attack, the hound can cast the shield spell on the target ally and on itself. If the ally moves out of range before the start of the hound’s next turn, they lose the effect of the shield. Once this effect is used, you can’t use it again until you finish a long rest or until you expend a spell slot.

 

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