Anti-Mage (NPCs) 3.1

Anti-Mage, Apprentice

Medium humanoid (any race), any alignment

Str10Dex12Con14

Int10Wis12Cha15

Armor Class: 14 (chain shirt)

Hit Points: 11 (2d4)

Saving Throws: Constitution (+4), Charisma (+4)

Skills: Medicine (+3), Persuasion (+4)

Senses: Passive Perception 11

Languages: Choose two languages, usually Common and a racial language

Anti-Magic

The apprentice anti-mage's spellcasting ability is Charisma. All of its spells may only affect other magical effects, like spells, magical abilities and enchanted items. It does not work against ki or rage effects. It does not work against the natural abilities of magical creatures and things made from magic, but it will affect things made of magic, such as outsiders.

The apprentice anti-mage may cast the following spells:

Cantrips (at will): blade ward, resistance 

1st level (3 slots): absorb elements, mage armor, sanctuary, shield, identify, detect magic, dispel*, counterspell*

(*For the anti-mage, dispel and counterspell count as 1st level spells. They will automatically work against 1st level spells and require rolling for any effects that are stronger.)

The anti-mage regains all their spell slots with a long rest.

Disrupt

As a bonus action, the anti-mage may reach into the thaumic link between mind and magic and jostle it violently, causing phantom pain to a target within 120 feet. The target creature is forced to make a DC 11 Concentration check to maintain any Concentration magic. This ability recharges with a roll of 5 or 6 on a d6.

Resist

The anti-mage chooses a damage type. It is resistant to that damage type so long as the source is not mundane, such as being set aflame by torch and oil, struck by lighting or falling into a freezing cold lake. The anti-mage may choose a different damage type after a long rest.

Actions

Dagger: Melee Weapon Attack. +3 to hit, reach 5 ft, range 20/60 ft, one target. Hit: 4 (1d4+1) slashing damage.

Sometimes referred to as null mutants, anti-mages form when a group of people are exposed to wild magic. Rather than one of them becoming a receptacle of randomized power, the essence of the collective adapts to reject magic instead. In places where magic runs rampants, a just large enough population might form to make such individuals a reasonable but valuable commodity. They might be hired by city governments or mercenary companies needing magical counters without having to seek out the rarer breed of true mages.

Anti-mages have one very obvious, glaring weakness, anything non-magical will rip them apart. Even your standard wizard can knife one to death. Organizations that make use of anti-mages, especially out in the field, will assign trained bodyguards to keep them safe. Freelance anti-mages that might find themselves employed by adventuring parties do not always enjoy this protection, nor do their clients enjoy their loyalty. The honest mercenary will make their employers aware of the fact that they will quit the field as soon as a blade gets within melee range. The shrewd mercenary will ask for payment upfront.

Attempts by groups to create anti-mages on purpose more often end with a bunch of dead bodies and sometimes one newly created and very angry wild sorcerer.

Quick Rebuilds

Variations:

Scholar

A scholarly anti-mage is more akin to a wizard than a sorcerer, though long term exposure to magic doesn't exactly hurt. They learned to attune their very minds to the motes and threads of magic itself. They have the following change to their stats:

Str08Dex12Con10

Int16Wis12Cha10

AC: 11 (robes), 14 (mage armor)

HP: 7

Saves: Intelligence (+5), Wisdom (+3)

Skills: Arcane (+5), History (+5)

Languages: Choose four languages, often including one strange mystical language, like Draconic, Sylvan, Deep Speech or Primordial

Anti-Magic: The scholarly anti-mage uses Intelligence as its casting stat. It treats identify and detect magic as cantrips. It regains a single spell slot of 5th level or lower with a short rest.

Resist: The scholarly anti-mage does not have this ability.

Quarterstaff: Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 – 1) bludgeoning damage, or 4 (1d8 – 1) bludgeoning damage when wielded with two hands.

Zealot

A zealous anti-mage has been ordained by their god to deny the witch and often aids in inquisitorial investigations of blasphemous sorcery. They are a little more willing to mix it up in melee than their contemporaries. They have the following change to their stats:

Str14Dex12Con16

Int08Wis13Cha10

AC: 15 (breast plate)

HP: 13

Saves: Wisdom (+3), Charisma (+3)

Skills: Insight (+3), Religion (+1)

Languages: Choose three languages, usually including one divine language, like Celestial, Infernal, Abyssal or Primordial

Anti-Magic: The zealous anti-mage uses Wisdom as its casting stat. It adds detect evil and good and protection from evil and good to its 1st level spells.

Disrupt: The zealous anti-mage rolls to recharge this ability immediately after use. If it recharges, it may use this ability again against a different target as part of the same bonus action, and may continue to do so until it fails to recharge.

Resist: The zealous anti-mage does not have this ability.

Mace: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage

Higher Levels:

Adept

A small town or large village might have one of these.

HP: 21 (4d4) [Scholar: 17, Zealot: 23]

Anti-Magic: The adept anti-mage may upcast spells up to the 3rd level. It has the following spells:

Cantrips (at will): blade ward, resistance 

1st level (4 slots): absorb elements, mage armor, sanctuary, shield, identify, detect magic, dispel, counterspell

2nd level (3 slots): mental barrier, thought shield, warding bond, protection from poison, find traps, locate animals or plants*, locate objects, see invisibility*

3rd level (2 slots): intellect fortress, nondetection, protection from energy, remove curse

(*locate animals or plants only works on creatures steeped in magic, like undead things, beasts that were created from magic, any animal that had been brought back from the dead in the past week or planar beasts. see invisibility only works on creatures under an invisibility effect, but won't spot things that are naturally invisible, even if they are magical or extraplanar.)

(The zealous adept adds magic circle and slow to their 3rd level spells. slow only affects creatures steeped in magic, like the undead, people who were created from magic, had been brought back from the dead in the past week or are outsiders)

Disrupt: The adept anti-mage forces a DC 12 Concentration check.

Redirect

This is the effect that the anti-mage is most feared for and any self-respecting adept can manage. Whenever the adept successfully counters a spell, it may "take control" of the spell, casting the spell as part of its reaction, using either itself or the other caster as the "starting point" for the spell. If the adept didn't roll to counter before, it must roll to take control. This ability recharges on a 5 or 6.

Master

A large, prosperous town might have one of these.

Stats: The master anti-mage adds +2 to their casting stat.

AC: 15 (breast plate) [Zealot: 16 (half-plate), Scholar: 11 (robes)]

HP: 31 (6d4) [Zealot: 33, Scholar: 19]

Skills & Saves: Add +1 to its proficiencies and calculate a further +1 to skills and saves that use its casting stat.

Anti-Magic: The master anti-mage may upcast up to 5th-level. It has the followings spells:

Cantrips (at will): blade ward, resistance 

1st level (4 slots): absorb elements, mage armor, sanctuary, shield, identify, detect magic, dispel, counterspell

2nd level (3 slots): mental barrier, thought shield, warding bond, protection from poison, find traps, locate animals or plants, locate objects, see invisibility

3rd level (3 slots): intellect fortress, nondetection, protection from energy, remove curse, magic circle

4th level (2 slots): aura of purity, death ward*, freedom of movement, locate creature*, banishment

5th level (1 slot): circle of power, planar binding, legend lore

(*death ward only protects against instant death spells and magical effects. locate creature, like locate animal or plant, only works on creatures steeped in magic, like the undead, people who were created from magic, had been brought back from the dead in the past week or are outsiders)

(The zealous master adds dispel evil and good to its 5th level spells)

Disrupt: The master anti-mage forces a DC 13 Concentration check.

Actions: The master anti-mage adds an additional +1 to its melee weapon attack and damage bonuses. Furthermore, zealous masters may use its bonus action to make an additional melee attack.

Replace

The anti-mage is a menace to the magician, capable of turning their works against them, moving an enchantment from one subject to the next. Whenever the master anti-mage successfully dispels a magical effect or removes a curse, it may spend an appropriate spell slot if it has one to recast the undone spell as part of the same action. This doesn't let it move around the magic on items.

Banishment

The anti-mage is a superior exorcist of angels, demons and unwanted visitors. The master anti-mage's banishment spell will not work on creatures native to this plane, with an exception. If the creature used any kind of long-range teleportation magic in the last ten minutes, a successful banishment sends them back from where they teleported from as if they used the same spell to return.

The banished creature cannot teleport back again or use a similar effect again without succeeding on a Charisma saving-throw for as long as the master anti-mage maintains concentration on the spell. If the master anti-mage maintains concentration for a full minute, the creature is cursed for 24 hours to be unable to come back.

[Note: RAI, if a mage teleports a whole group in, you have to banish each of them separately. You can't banish the mage and take the whole group. Creatures successfully banished this way cannot teleport themselves or benefit from a teleport effect. Long-range teleport effects include teleport, teleportation circle, gate, plane shift and the like.]

Multi-Counter

The anti-mage has become a true terror, or frustrating nuisance, upon the magic battlefield, able to shut down the workings of many mages. The master anti-mage may stretch its reaction until the start of its next turn to include multiple counterspells. It may do this a number of times equal to its casting mod and expend an appropriate slot for each casting. It may not counter the same spell more than once. It may roll to recharge its Redirect ability immediately after each use. Any reaction used this way may only be, and may only have been, used for counterspells.

Grandmaster

A large, major city might have one of these.

HP: 41 (8d4) [Zealot: 43, Scholar: 25]

Anti-Magic: The grandmaster may upcast up to the 7th-level. It has the followings spells:

Cantrips (at will): blade ward, resistance 

1st level (4 slots): absorb elements, mage armor, sanctuary, shield, identify, detect magic, dispel, counterspell

2nd level (3 slots): mental barrier, thought shield, warding bond, protection from poison, find traps, locate animals or plants, locate objects, see invisibility

3rd level (3 slots): intellect fortress, nondetection, protection from energy, remove curse, magic circle

4th level (3 slots): aura of purity, death ward, freedom of movement, locate creature, banishment

5th level (2 slots): circle of power, planar binding, legend lore

6th level (1 slot): globe of invulnerability, primordial ward, true seeing, disintegration*, forbiddance

7th level: (1 slot): –

(disintegration specifically only works on creatures steeped in magic, as defined previously)

Disrupt: The grandmaster forces a DC 14 Concentration check..

Magic Resistance

A null field begins to develop around the anti-mage. The grandmaster has advantage on saving throws against spells.

Forbiddance

Anti-mages are often hired to protect a place of importance from unwanted visitors and covens of them may even extend that protection to cities. When casting forbiddance, the grandmaster may substitute powdered ruby for blood, taking 1 damage to its maximum hp for every 10 gp of powdered ruby being replaced, returning after a long rest, and eschewing the rest of the material components.

If the grandmaster casts the spell within a settlement and has the approval of the settlement's rulers, then it may extend the spell out even further. With the aid of additional anti-mage, the grandmaster may double the area, or the duration, the grandmaster's choice, of the spell for each assistant, for up to ten assistants. Collectively, they must pay the price in blood or ruby as if it were an additional casting. At least one assistant must be of master level or greater, and the rest of at least adept level.

When cast in this way, the extra area does not cause damage to chosen creature types, it only blocks teleportation effects, portals and planar travel. It may only be projected into a circular area, centered on where the grandmaster cast it. To dispel the effect, a caster would have to be physically present at the exact center.

(If you were to focus entirely on expanding the area with the maximum number of assistants, the forbiddance could be stretched to cover an area of nearly 82 million square feet or nearly a one mile radius if projected into a circle.)

Antiarch

Incredibly rare, a powerful enough nation might, might, have managed to raise or procure the services of one of these.

Stats: The anti-archmage adds +2 to their casting stat.

HP: 51 (10d4) [Zealot: 53, Scholar: 31]

Skills & Saves: Add +1 to its proficiencies and calculate a further +1 to skills and saves that use its casting stat.

Anti-Magic: The anti-archmage may upcast up to 9th-level. It has the followings spells:

Cantrips (at will): blade ward, resistance 

1st level (4 slots): absorb elements, mage armor, sanctuary, shield, identify, detect magic, dispel, counterspell

2nd level (3 slots): mental barrier, thought shield, warding bond, protection from poison, find traps, locate animals or plants, locate objects, see invisibility

3rd level (3 slots): intellect fortress, nondetection, protection from energy, remove curse, magic circle

4th level (3 slots): aura of purity, death ward, freedom of movement, locate creature, banishment

5th level (3 slots): circle of power, planar binding, legend lore

6th level (1 slot): globe of invulnerability, primordial ward, true seeing, disintegration*, forbiddance

7th level: (1 slot): –

8th level (1 slot): antimagic field, mind blank

9th level (1 slot): invulnerability*

(*invulnerability works against all magical sources of damage, including enchanted weapons)

Disruption: The antiarch forces a DC 15 Concentration check.

Action: The antiarch adds an additional +1 to its melee weapon attack and damage bonuses.

Mythical Resistance

The null field around the anti-mage begins to take on a hungry life of its own. Whenever the antiarch fails a save against a spell, it may choose to succeed instead. It may do this a number of times equal to its casting modifier, recharging on a long rest.

Antimagic Cone

The anti-mage has learned to imitate the deadly ability of the dread beholder. The anti-archmage may project a 150-foot cone of anti-magic with their gaze as an action. At the end of every turn it is using this ability, roll a d12. On a roll of 1, the antimagic cone shuts off and the antiarch loses this ability until its next long rest.

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