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Subclass Monster Hunter Occultist Guild
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The Occultist Guild is a Monster Hunter subclass that specializes in hunting spellcasters. At Level 3, it gains limited arcane spellcasting alongside Arcane Interference — extending Studied Response to trigger on spellcasts, not just attacks. Mage Hunter at Level 7 grants Advantage on saving throws against spells and automatically breaks a Concentrating target's Concentration (no save) whenever you deal it damage. Occult Knowledge at Level 10 adds two spells from the Bard, Cleric, Druid, and Wizard lists.
| LEVEL | FEATURE |
|---|---|
| 3 | Acolyte of the Occult, Spellcasting, Arcane Interference |
| 7 | Mage Hunter |
| 10 | Occult Knowledge |
Acolyte of the Occult You gain proficiency in the Arcana skill.
Spellcasting At Level 3 you learn two Wizard cantrips and three Level 1 spells from the Abjuration and Evocation schools, and you gain two Level 1 spell slots. You learn more spells at most levels, and reach Level 2 spells and slots at Level 7.
Spellcasting ability: Intelligence — the same stat that powers Studied Response and Expert Strike.
Arcane Interference When an enemy you can see casts any spell (regardless of who or what it targets), you can use Studied Response against that caster. As with base Studied Response, the range depends on which weapon you counter with: up to 60 feet if you retaliate with a ranged weapon, but only your own melee reach (~6–7 feet) if you retaliate with a melee weapon.
Mage Hunter You have Advantage on saving throws against spells, and whenever you deal damage to a Concentrating creature its Concentration breaks automatically, with no saving throw.
Occult Knowledge You learn two more spells of your choice, drawn from the Bard, Cleric, Druid, and Wizard lists — the same Magical Secrets pool a Bard picks from.
The Occultist Guild is the anti-caster specialist of the three guilds. Arcane Interference is the defining feature — it extends Studied Response beyond physical attacks to cover all spellcasting. Any spellcaster who tries to cast now triggers your Reaction counter (subject to Studied Response's usual melee-vs-ranged range rules). The counter does not stop the spell, but combined with Mage Hunter's automatic Concentration break, a single melee or ranged hit from an Occultist unconditionally ends the enemy caster's ongoing Concentration effect.
Mage Hunter at Level 7 also gives personal resilience: Advantage on all spell saving throws makes the Occultist notably durable against magical enemies. The limited spellcasting (Intelligence-based, drawn from the Wizard list) provides utility and defense while staying true to the martial identity.
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