Powerful spellcasters naturally attract competition. Magebanes are combatants who specialise in fighting and neutralising magic users with technology and alchemy. The reasons for this pursuit are personal to each Magebane, some have a deep hatred of magic and mages while others just wish to prove that they can go toe-to-toe with a mage even without magic of their own. Magebanes are popular among witchhunter guilds, where associating with magic, magic items and casters is forbidden, but not all Magebanes are bound by such rules.
At 3rd level, you gain proficiency with tinker’s tools.
When you choose this archetype at 3rd level, you learn how to create contraptions.
Contraptions. You learn two contraptions of your choice, which are listed under “Contraptions” below.
You learn an additional contraption of your choice at 7th, 10th, and 15th level. Each time you level up, you can also replace one contraption you know with a different one.
Making Contraptions. At the end of a long rest you can make a number of contraptions equal to your proficiency bonus from the list of contraptions you know. You can make multiple Contraptions of the same type or of different types.
Using Contraptions. Unless stated otherwise in its description, each contraption can be used as an action. Once a contraption is used, it is destroyed and can no longer be used. You can use multiple contraptions in a single round, provided you can expend the required actions, bonus actions or reactions for each one.
Saving Throws. Some of your contraptions require your target to make a saving throw to resist the contraption’s effects. The saving throw DC is calculated as follows:
Contraption save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Noisy Bomb. This small explosive sprays a series of cracking pyrotechnics to drown out noise. As an action, you can throw this bomb at a point within 60ft of you. Any creatures within a 20-foot-radius sphere centred on that point are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. This effect lasts one minute.
Entangling Bolas. This series of heavy weights on the ends of interconnected cords can be used to entangle foes. As an action, make an improvised thrown weapon attack against a creature you can see within range. You are proficient with this attack. On a hit, the target must make a Dexterity saving throw or become restrained and unable to cast a spell that includes a somatic component. At the end of each of its turns, the creature can make another Strength saving throw. On a success, the effect ends on the target.
Mind Shield. This silver circlet can protect its wearer from mental attacks. As an action you, or another willing creature you chose, can don this circlet and begin its protection. While wearing this circlet, the wearer has resistance to psychic damage and has advantage on wisdom saving throws against spells or magic effects. This circlet’s power lasts one hour before disintegrating, ending its protection.
Shielding Powder. This mix of powdered metals can block magical energy. As a reaction, you can throw this powder into the surrounding air. Until the start of your next turn, spell attacks against you have disadvantage and you take no damage from magic missile.
Resistive Elixir. This viscous, purple liquid can be consumed to offer temporary magical protection. As a bonus action, you can consume this elixir. For the next minute, you have advantage on saving throws against spells and magic effects.
Dazing Dart. This sparkling dart can be used to distract someone attempting to concentrate on a spell. As a bonus action, you can throw the dart, forcing the creature to make a Dexterity saving throw. On a fail, the creature takes 1 piercing damage and that creature has disadvantage on saving throws it makes to maintain concentration for the next minute.
Barbed Dart (7th Level). This brutal looking dart can be used to hinder a creature's defences against your contraptions. As a bonus action, you can make a thrown weapon attack, as if with a dart, against a creature. On a hit, the target gains disadvantage on saving throws against Counter Caster Contraptions until the end of its next long rest.
Reflective Disc (7th Level). This specially designed mirror can potentially reflect a spell back at its caster. As a reaction, when you are targeted with a spell that targets only you (not an area) and the spell’s level is lower than your proficiency bonus, you can use this mirror to force the caster to make a saving throw, using its spellcasting ability. On a fail, the spell is instead reflected back at the caster, the caster can then use a reaction to drop the spell before it hits them.
Silvered Oil. This silver infused oil can interfere with a caster's ability to channel magical energies. As a bonus action, you can apply this oil to a melee weapon or piece of ammunition. The next time you hit a creature with this weapon, the creature must make a saving throw using their spellcasting ability. On a fail, the creature cannot cast any spells of 1st level or higher until the end of its next turn.
Magical Bait (7th Level). This potent concoction is irresistible to many magical creatures. As an action choose a type of creature, except humanoid or construct, and lay this bait in a space within 5ft of you. The scent and sight of the bait fills a 60ft sphere originating from the point you choose and lasts one minute before fading. When a creature of the chosen type enters the sphere, or starts its turn there, it must make a Charisma saving throw. On a fail the creature must spend all its movement heading towards the bait and can only take actions to attack objects or creatures preventing it from getting the bait. The creature will ignore any commands given to it, even magical commands, such as from Find Familiar or Dominate Beast, until the start of its next turn.
WIP Ideas
Prevent Verbal spells (Noisy Bomb)
Prevent Somatic spells (Bolas)
Prevent Material spells
Prevent spellcasting foci, maybe merge with above
Attack to stop spells for 1 turn (Silvered Oil)
Disadvantage on spell attacks against you (Shielding powder)
Advantage against spell effects (Resistive Elixir)
Bonus action attack to give disadvantage on concentration (Dazing Dart)
Reflect spells at attacker (Reflective disk)
Bait to distract magic animals and familiars (Magical Bait)
goggles to detect magic triggers
Item to dispel magic effect
item to reduce duration/area/damage of spells
Expend a number of charges on a magic item held by a target
At 7th Level, you learn an additional contraption of your choice.
When a creature you can see casts a spell, you can use a reaction to make a special opportunity attack against them with a weapon you are holding. On a hit, do the usual damage then roll 1d6 and subtract the result from the creature’s spell attack roll or the spell save DC, potentially rendering the spell ineffective. If the spell requires multiple attack rolls, such as with Scorching Ray, the result is only subtracted from one of the rolls (your choice).
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 10th Level, you learn an additional contraption of your choice.
At 15th Level, you learn an additional contraption of your choice.
At 15th Level, when you use your Distracting Strike feature. You can use 2d6 in place of the 1d6 to subtract from the target’s attack roll or spell save.
WIP