Perrepatae (Specialization)

In the Tevinter Imperium, there is a tradition of training highly specialized assassins in the arts of subduing mages and neutralizing the arcane. These are the widely feared Perrepatae, or Magekillers. Magisters often keep a handful of magekillers in their employ, to ensure that rivals don't cross them. These skills are highly specialized and closely guarded. Their abilities are not dissimilar from those of Templars, however their powers are gained from secular training as well as lyrium brands or tattoos, which release magical energies into the perrepatae's body over time.

Requirements
This unique specialization is available to both Rogues and Warriors.

To take this specialization, you must have at least 3 Dexterity and 2 Willpower.

Basic Abilities
You automatically gain the following features and abilities upon taking a new level in this specialization:

Novice
You have learned mental techniques that help you resist magic. You gain a +2 bonus on tests to resist the effects of spells and other magical attacks. You learn the Absorb Spell ability. Gain one additional Magekiller skill and one Resistance now.

Journeyman
Once per short rest, you can interrupt a target in the middle of casting a low to mid-level spell (spells that cost up to 10 MP) by using the Annulment ability. This instantly neutralizes the spell, forcing the mage to waste the mana they would have spent on it. Gain two New Magekiller skills or Resistances, or one of each, at the Novice or Journeyman Level.

Master
Once per long rest, you can interrupt a target in the middle of casting a high-level spell (costing 11-20 MP) with the Major Annulment ability. This instantly neutralizes the spell, forcing the mage to waste the mana they would have spent on it. Gain two New Magekiller skills or Resistances, or one of each, at any level.

Magekiller Skills
The ֎ symbol indicates that this ability is automatically earned upon taking the associated level in your specialization.

Novice

 * Absorb Spell (≤6 SR) ֎ - If a spell is cast on you, you may spend stamina resources equal to the mana cost of the spell to attempt to absorb the spell into your lyrium brands for future use. At the Novice level, you can only absorb spells that cost up to 6 MP. Spend the stamina, then roll Willpower (Self-Discipline)+2 vs the spell’s casting roll (not the mage’s Spellpower). If you succeed, you may absorb the spell into your lyrium brands. You must use the spell on your next turn (or within 15 seconds), or let it dissipate. If you fail, the spell takes effect normally.


 * Mind over Matter (Reaction) - Once per short rest. At the Novice level in the Perrepatae specialization, once per short rest as a reaction to taking damage of any kind, you may channel your will to resist a portion of the damage. After your attacker rolls damage, you may roll Willpower (Self-Discipline) TN14. If successful, you take half damage. If you fail, you shrug off a quarter of the damage. At the Journeyman level, you can do this one additional time per short rest.
 * Mana Scourge (Passive) - Whenever you successfully attack a mage, your attack also drains 1d4 mana from the target. When you reach Journeyman level in this specialization, every time you deal mana damage you gain the same amount of stamina.
 * Inner Reserves (Feature) - Once per short rest, through sheer force of will, the perrepatae may channel their willpower to regain stamina. Roll Willpower (Self-Discipline) as a free action at any point and regain half of that number (rounding down) in stamina resources.
 * Waste (5 SR) - You’ve learned to directly damage a spellcaster's mana reserves. Spend 5 stamina to attack a target, dealing 2d6+Dexterity damage to their mana. This attack ignores any armor. When you use this attack on creatures of the Fade that have infinite mana at their disposal (such as demons), this attack deals penetrating health damage instead. If the target is not a spellcaster or creature of the Fade, this attack has no effect.
 * Veilsight (6 SR) - Touching the lyrium brands on your palms to your eyes, you channel your will to enhance your vision with Veilsight. Roll Willpower (Self-Discipline) TN15. If successful, for a period of one hour, you can sense disturbances in the veil, see invisible creatures and objects, and automatically see through visual illusions (to reveal the true form of a creature or shapeshifter).

Journeyman

 * Annulment ֎ (Ability) - Once per short rest, you can interrupt a target in the middle of casting a low to mid-level spell (spells that cost up to 10 MP) by using the Annulment ability. This instantly neutralizes the spell, forcing the mage to waste the mana they would have spent on it.
 * Cheap Shot (Passive) - Sneak attack an enemy. Whenever you attack an enemy that is not aware of your position (i.e. when you are invisible, stealthed, or hidden), your attack deals +1d6 damage, and all damage is penetrating.
 * Fade Step (8 SR) - Spend 8 Stamina Resources and roll Willpower (Self-Discipline) TN13. If successful, as a Minor Action on your turn, you can spend stamina to channel your will into your brands and unleash a burst of force that propels you quickly up to 20 yards in any direction (including upward). If you fail, you stay right where you are. While using this ability, attacks of opportunity are at -2 against you.
 * Spectral Pulse (10 SR) - Your lyrium brands glow, and you suddenly flare with dark energy, lashing all creatures within a 4 yard radius of you with a blast of strange force. Roll Willpower (Self-Discipline) vs. all the targets' Strength (Might). If they fail, they take 2d6+Magic force damage and are thrown backward 2 yards. If they succeed they take half. Friendly fire possible.
 * Lyrium Wraith (8 SR) - Entering this mode requires a Major Action. Roll Willpower (Self-Discipline) TN15. If successful, you can phase through physical objects, walls, doors, and other barriers for a number of minutes equal to your Willpower. You cannot physically attack or be physically attacked while in this state. As an incorporeal being, you can still be affected by spells of the spirit and entropy schools, and can use spell-like abilities (such as Annulment and Absorb Spell). You can bring all equipped weapons, items, and armor with you (up to 30 lbs, and only inanimate objects). You can drop this mode as a minor action.
 * Cleanse (8 SR) - Channel your will to cleanse the area around you of magical effects. Roll Willpower (Self-Discipline) against the Spellpower of the magic cast. If successful, a 6 yard area around you is cleansed of magic.
 * Blood Tracking (Advanced Test) - You learn the workings behind phylacteries, and are able to construct one from a drop of a target’s blood.

Master

 * Major Annulment ֎ - Once per long rest, you can interrupt a target in the middle of casting a high-level spell (costing 11-20 MP) with the Major Annulment ability. This instantly neutralizes the spell, forcing the mage to waste the mana they would have spent on it.
 * Absorb Spell Upgrade (Variable Stamina cost) - You can now attempt to  absorb spells of all levels. If a spell is cast on you by a hostile mage, you may spend stamina resources equal to the mana cost of the spell to attempt to absorb the spell into your lyrium brands for future use. Spend the stamina, then roll Willpower (Self-Discipline) vs the mage’s casting roll. If you succeed, you may absorb the spell into your lyrium brands. You must use the spell on your next turn, or else it dissipates.
 * Annulment Upgrade (15 SR) - This upgrade to the Annulment ability allows you to perform this ability additional times per short rest, for 15 stamina resources per use. Note that if you run out of Stamina, you take a point of Fatigue.


 * Heartstop (8 SR) - Requires Lyrium Wraith. While in Lyrium Wraith mode, spend 8 stamina and roll Willpower (Self-Discipline) TN15 as a Major Action. If you succeed, you reach into a target’s body with your hand and crush some of their innards, inflicting 4d6 penetrating damage.  If you perform this attack while a target is under 20% health, you can hold their beating heart in your hand and perform an immediate coup de grace… or threaten to. If you fail, your arms merely pass through your target’s body.
 * Tranquilize (Advanced Test) - Once a mage's health is reduced to 0 (they are Dying but not Dead), you may attempt to make them Tranquil with an advanced test of Willpower.

Novice

 * Fire Resistance: You take half fire damage.
 * Ice Resistance: You take half ice damage.
 * Earth Resistance: You take half earth damage.
 * Lightning Resistance: You take half lightning damage:
 * Hex Resistance: You have advantage on saves against hexes.

Journeyman

 * Mental Resistance: You can re-roll failed saving throws against mental manipulation spells (such as Daze, Horror, Charm).
 * Blood Magic Resistance: You can re-roll failed saving throws against blood magic spells.
 * Spirit Resistance: You have can re-roll failed saving throws against magic spells of the Spirit School, such as Mind Blast and Telekinetic Burst.

Master

 * Fire Immunity: You are immune to fire damage. (Requires Fire Resistance)
 * Ice Immunity: You are immune to ice damage. (Requires Ice Resistance)
 * Earth Immunity: You are immune to earth damage. (Requires Earth Resistance)
 * Lightning Immunity: You are immune to lightning damage. (Requires Lightning Resistance)