Mystic Hunter

Mystic Hunter's, not unlike the Dragonslayer's, used to be a group of rogues who banded together to be able to combat the likes of Monks and Mystics when intruding on holy or monastery grounds. The King of Thieves, Odon, saw what these rogues had banded to attempt, and he gave them small powers to be able to combat even the most powerful of Monks and Mystics. Giving them spells, and powers to be able to match that of the monks, and countering those of the mystics.

### Spellcasting

Starting at level 3, when you chose this archetype, you gain the ability to cast spells. Charisma is your spellcasting ability for these spells, as you are channeling powers from other sources to defeat a foe.

Spell Save DC= 8 + Your Charisma Modifier + Your Proficiency Bonus

Attack Mod = Charisma Modifier + Proficiency Bonus

#### Cantrips

You learn 3 cantrips of your choice from the warlock spell list. Additionally, at level 10, you can choose another cantrip from the same list.

#### Spell Slots

The Mystic Hunter Spellcasting table (see Arcane Trickster Spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

#### Spells Known of 1st Level and Higher

You know three 1st-level warlock spells of your choice, two of which you must choose from the evocation and necromancy spells on the warlock spell list. The Spells Known column of the Mystic Hunter's Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an necromancy or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

### Spellblade

At 3rd level, you can choose a weapon you are proficient with to be your spellblade. this weapon gains a +1 to hit and to damage, and is considered magical for the purpose of overcoming resistances. On top of this, in order to use any of the other abilities as a part of this subclass, you must use the spellblade.

### Mystic Jammer

Also starting at 3rd level is your ability to jam mystic abilities. If a creature is to make more than 3 attacks in one turn against you, you may expend one spell slot of any level to end their turn, without any attacks they had made going through. In addition to this, if a wizard spell is casted within 10 feet of you by a creature that is not a wizard, then you may also expend a spell slot to immediately counter it. This works as if it was the spell Counterspell, and can be counterspelled.

### Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn

### Blade Dance

At level 13, so long as you have one 3rd or 4th level spell slot, you may teleport up to 60 feet as a bonus action. You have advantage on a single weapon attack you make until the end of that turn.

### Spellblade Strike

At 17th level, as a bonus action you can cast a ranged or melee spell attack into a weapon, and then deliver it with a weapon attack instead. On a hit, you apply the damage or effect of both the spell attack and the weapon attack. If you miss your attack or fail to attack before the end of your turn, the spell is lost and the spell slot for the spell you used is still expended. If you have advantage when you hit the creature, it has disadvantage on any saving throw it makes against the spell you cast. The spell must have a casting time of 1 action and must target only one creature.