Homebrew
Mage Hunter. The Felhunter has advantage on Wisdom (Perception) checks to locate creatures that can cast spells. Devour Magic. When the Felhunter hits a creature concentrating on a spell, that creature has disadvantage on the saving throw to maintain concentration. Nether-Bound. If the Felhunter is reduced to 0 hit points, it vanishes back into the Twisting Nether, leaving no corpse behind.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 piercing damage (2d6+2) 2d6+2 . Spell Lock. One creature the Felhunter can see within 30 feet must make a DC 12 Charisma saving throw. On a failed save, the target cannot cast spells until the start of the Felhunter’s next turn. Once used, Spell Lock cannot be used again until the Felhunter’s summoner finishes a short or long rest.
Arcane Scent. The Felhunter marks one creature it can sense within 60 feet. Until the end of the Felhunter’s next turn, it has advantage on its next attack roll against that creature if the creature can cast spells.
Consume Enchantment. When a creature within 30 feet gains temporary hit points or benefits from a magical bonus to AC, the Felhunter may reduce that temporary hit point gain or AC bonus by 3 1d4+1 .
Felhunters are driven to hunt, consume, and silence magic.
The Felhunter targets spellcasters first, using Spell Lock and Devour Magic to interrupt enemy magic.
Arcane ruins, mage towers, demonic camps, fel-corrupted forests, the Twisting Nether
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