Tales of Draeth
Anti-Mage (Prestige Class)
Having come into close contact with magic, you drew on reserves of power you did not know you possessed to overcome it. Tapping into this well of fortitude allows you to shrug off fireballs and rays of frost like a gentle breeze, and tear through illusions and mirages like paper. Those attempting to scry you see only grey blankness, and all attempts to magically bind you shatter. Something inside you is deeply in touch with the natural order of things, and resists the petty attempts of wizards and mages to change that order.
No spellcasting ability (spell-like abilities OK)
Must have been brought close to death (triggered death saving throws) by a magical effect and stabilized without help from any outside source
Upon taking your first level in Anti-Mage, you gain the following features:
Hit Dice: 1d12 per Anti-Mage level
Hit Points per Level: 1d12 (or 7) + CON modifier
Saving Throws: Constitution
The Anti-Mage Features
- 1: Mage Slayer, Uncanny Dodge
- 2: Mage Hunter, Additional Proficiency
- 3: Improved Magic Defense
- 4: Indomitable, Improved Improved Magic Defense
- 5: Magic Resistance
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
You have an uncanny ability to throw yourself out of harms way when you feel the unnatural pressure of magic building up near you. Whenever succeeding on a Dexterity-based saving throw against a magical effect would cause you to take half damage, you take no damage instead. You may add your proficiency bonus to your AC against magical ranged attacks.
You have developed fine-tuned senses when it comes to magic and magical abilities, and you know you can always trust your gut when it comes to finding sources of magic. You gain the ability to cast detect magic at-will as a spell-like ability. You also gain advantage on all Insight checks to notice magical effects and objects.
Your experience fighting and tracking magic users has given you more insight into how to best avoid the harmful aspects of magic, allowing you to cover weaknesses you did not know you had. Choose one saving throw you are not proficient in. You are now proficient with it versus magical effects.
Improved Magic Defense
You have trained to the point where no mage can surprise you anymore, and you are even able to take some of the fiercest spells head-on. You are proficient in all saving throws against magical effects. Your highest saving throw bonus is doubled against magical effects. If there is a tie between several scores, pick one to double against magical effects. You may not change it later. If a different score becomes higher, the doubling effect does not change.
Even when the odds are stacked against you, you can somehow find a way to pull through. When you fail a saving throw, you may reroll it. You must use the new result. You cannot use this feature again until you finish a long rest.
Improved Improved Magic Defense.
There are some things you are very, very good at, and spellcasters should know not to try to beat you at your own game. Choose a saving throw (not the one that is doubled against magical effects by Improved Magic Defense). That saving throw bonus is doubled against magical effects.
You are an immovable bastion of strength against the whole onslaught of unholy and wicked distortions of reality that mages could possibly throw at you. You gain advantage on all saving throws against magical effects, and add double your proficiency bonus to your AC against magical ranged attacks.