The Mage Hunter Archetype

The Mage Hunter is an old and fabled order. These mighty warriors have risen up from the ranks of normal folk and have chosen to seek out and exstinguish the infernal flames of magic where ever they may be found. Whatever the cause or reason, these brave men and women have taken it upon themselves to show that the blade is far mightier than a wizard's dark spellbook. Those of the order rely on quick wit and preparation, the Mage Hunter studies his prey. He learns their strengths and uses it against them. Come, Hunter there is much to be done.

Hunter's Wrath

Beginning at 3rd level when you take this archetype, you gain the ability to deal extra damage against spellcasters. Once per turn you may deal an additonal 1d6 to a target that you've seen cast a spell. At 10th level, this die increases to 1d8. At 18th level, it increases to 1d10.

Counterspell

Starting at 7th level the Hunter has become well versed in the undoings of magic. The Hunter may cast this spell a number of times equal to half their proficiency bonus (rounded up), recharging on a short rest.

Casting Time: One reaction, which you take when you see a creature casting a spell within 60ft. of you.

Range: 60 feet.

Components: S

Duration: Instantaneously

You attempt to interrupt a creature in the process of casting a spell. lf the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. lf it is casting a spell of 4th leveI or higher, make an ability check using your Attack Bonus (Str or Dex). The DC equals 10 plus the spell's leveI. On a success, the creature's spell fails and has no effect.

Spell-Weathered Hide

At 10th level the Hunter has faced many of spell slingers and more than once tasted their arcane fury. At the beginning of a long rest the Hunter may take an action to choose a resistance to one damage type other than bludgeoning, piercing or slashing. The resistance may not be reset or changed until a another long rest is taken.

Spell Dancer

Upon reaching 15th level the Hunter has studied and learned the ways of his quarry. The Hunter gains advantage on spells that require a dexterity save, but must be aware of the spell being cast.

Turning The Tide

At 18th level the Hunter has become an expert on his prey. Recharing per long rest, the Hunter once targeted by a spell may use their reaction to change the target to the the creature that cast it, so long as you can see them.