Fighter Subclass: Mage Slayer

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Mage Slayer

A Fighter subclass dedicated to killing those of the arcane inclination
Mage Slayer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Mage Slayer Initiate 2 3 2
4th +2 Ability Score Improvement, Martial Versatility 2 4 3
5th +3 Extra Attack 2 4 3
6th +3 Ability Score Improvement 2 4 3
7th +3 Mage Breaker 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Indomitable 2 6 4 2
10th +4 Spell Sunderer 3 7 4 3
11th +4 Extra Attack (2) 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Indomitable (2 uses) 3 9 4 3 2
14th +5 Ability Score Improvement 3 10 4 3 2
15th +5 Anti-Magic Aegis 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Action Surge (2 uses), Indomitable (3 uses) 3 11 4 3 3
18th +6 Gift to the Magi 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Extra Attack (3) 3 13 4 3 3 1

Introduction

The Mage Slayer is a Fighter subclass dedicated to hunting down spellcasters and those of arcane inclination. This subclass is perfect for players who want to take their martial prowess and use it to take down the arcane masters. With the ability to sense the presence of magic, as well as powerful abilities to counter and resist it, the Mage Slayer is a great choice for anyone who wants to take on the arcane. It is recommended for players to take the Mage Slayer feat in order to maximize the potential of this subclass.

Mage Slayer Initiate

3rd Level Feature

At 3rd Level, you become an initiate of the Mage Slayers and gain the following benefits:

Know Your Enemy: You gain Proficiency in Arcana. If you already have proficiency then you gain expertise in the ability, meaning you add double your proficiency modifier to checks made with this skill.

Arcane Sensor: You gain the ability to sense the presence of magic within 60 feet of you. You can use a bonus action to focus your senses and learn the location of any spell or magic item in range that is not behind total cover. You also know the school of magic, if any, that is associated with the magic. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

SpellCasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Mage Slayer Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, The Spells Known column of the Mage Slayer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Mage Breaker

7th Level Feature

Arcane Flare: Whenever you hit a target with a weapon attack, you may also cast a spell that has a range of touch or self and casting time action as part of the attack using the attack roll as the spell attack roll. If the spell does not require a spell attack, follow the instructions of the spell. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Spell-buster: When you are within attack range of a creature casting a spell with material components, as a reaction, you may attempt to knock the components off their person preventing the casting of the spell. You make a sleight of hand or athletics check (your choice) vs 10 + the level of the spell. Additionally, when you hit a target with a weapon attack, you may choose to force them to make a dexterity saving throw against your spell save dc or fall under the effects of either split the ears or render sightless (your choice). A creature can only be affected by one of these conditions at a given time. The condition lasts for a number of turns equal to your strength modifier and can be ended early with a lesser or greater restoration spell.

  • Split The Ears: Creatures under the effect of Split the Ears are unable to cast spells with verbal components. They additionally receive the condition deafened.

  • Render Sightless: Creatures under the effect of Render Sightless are unable to cast spells with somatic components. They additionally receive the condition blinded.

You can use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Spell-buster and Arcane Flare do not stack with each other.

Spell Sunderer

10th Level Feature

Mageward: You have advantage on saving throws against spells and other magical effects.

Countermage: When you hit a creature with a weapon attack, you can choose to erase one spell that the target knows or has prepared. The target must make an Intelligence saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target forgets the chosen spell and can’t cast it until it finishes a long rest. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Anti-Magic Aegis

15th Level Feature

Spell Shredder You are resistant to damage from spells and other magical effects.

Nullcaster: You learn the spell Antimagic Field and can cast it a number of times equal to your intelligence modifier / 2 rounded up. When you cast this spell, it does not require concentration, and your spells and items are not affected by it. You regain all uses on a long rest.

Gift to the Magi

18th Level Feature

Magister's Blessing: You gain the ability to tap into the ancient secrets of magic. You can use an action to cast one spell of 9th level from any class's spell list without expending material components. You can use this feature once per long rest.

Spellsheathe: When you take damage from a spell or magical effect, as a reaction, you may gain temporary hit points equal to the damage rolled. You still take damage from the damaging ability, but the temporary hp is added after the fact. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

 

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