Occult Slayer (5e Class)
From D&D Wiki
An Occult Slayer is a warrior who is trained in the ways of taking on spellcasters with little use for spellcasting, only their training. Contrary to popular belief, the views of Occult Slayers on spellcasters are not always negative, a good portion of Occult Slayers view spellcasting as a good thing that can unfortunately get abused when it falls into the wrong hands, viewing themselves as guardians, while others despise spellcasters and believe that spellcasting should be reserved for the gods only.
Prestige Class: Occult Slayer
- Strength 13
- 5th Level Minimum
- Proficiency in Arcana and Religion
- Have the Mage Slayer feat
As a Occult Slayer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Occult Slayer level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Occult Slayer level
|1st||Magical Defense, Weapon Bond||-1|
|2nd||Mind Over Magic||-2|
Your training in resisting magic has made you more prepared for dealing with the damage from all spells. Whenever you are hit with a damaging spell, you can reduce up to one point of damage you take from it, this increases at every level.
When you gain this ability at 1st level, you gain the ability to bond with a weapon and imbue it with your power to destroy spellcasters. Whenever you roll to deal damage with this weapon against a creature that can cast spells, it deals an extra 1d6 damage, Humanoids that can naturally cast spells are not effected by the damage unless they have spellcasting beyond what is natural.
Mind Over Magic
Starting at 2nd Level, you acquire the ability to attack a spell and send it back to its source, whenever you are the target of a single target spell, you can use your reaction to attack the spell with your bonded weapon, treating the spellcaster DC as the AC for the spell, if you succeed, the spell is reflected back at its spellcaster and it becomes the new target, this ability does not work on spells that are a higher level than the amount of levels you have in this class, once you use this ability you can't use it again until you complete a short or long rest.
Once you become 3rd level, you gain the ability to see traces of magic within 60 feet of you. This ability functions similar to a Detect Magic spell
Starting at 4th level, your and your gear becomes more difficult to detect through divination magic. Whenever you are the subject of a divination spell, the spellcaster must make a DC20 arcana check with disadvantage, if they succeed, the divination spell works as normal, if they fail they can not use another divination spell against you for 1 day.
Once you reach 5th level, you are immune to any effect that would sense its emotions or read your thoughts, and the charmed condition.