Base Class: Sorcerer
Your innate magic is unusual even among those with mystical pedigrees, for within your veins runs the power to negate magic itself. Perhaps your ancestor was warped by the spellplague, or you were born in a dead-magic field where the Weave was torn. You may be the product of unsavory experiments, created for the sole purpose of hunting mages. Whatever the case, spellcasters of all kinds whisper of such sorcerers with unease. Where you tread, magic withers in the air.
Living Ward
1st-level Antimagic feature
You learn additional spells when you reach certain levels in this class, as shown on the Antimagic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Antimagic Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | absorb elements, detect magic |
| 3rd | silence, see invisibility |
| 5th | counterspell, dispel magic |
| 7th | banishment, aura of purity (a spell in chapter 3) |
| 9th | circle of power, dispel evil and good |
In addition, you have access to a wider range of spells from the abjuration school, and may choose from among these spells when your Spellcasting feature lets you learn or replace a sorcerer spell of 1st level or higher, provided your level is high enough to cast them. These spells include remove curse, magic circle, mind blank, and antimagic field.
Arcane Resistance
1st-level Antimagic feature
Your magic-dampening abilities give you preternatural resilience. You gain a +1 bonus to saving throws.
Negamagic
6th-level Antimagic feature
You gain the ability to unravel spells that are cast in your vicinity, possibly reducing their effects. A warped reflection of Metamagic, you gain one of the following Negamagic options of your choice. Additionally, you may replace one Metamagic option you already know with one of following. At 10th and 17th levels you may choose a Negamagic option in lieu of new Metamagic.
You get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use a Negamagic option. You can use only one Negamagic option on a spell or magical effect, unless otherwise noted.
Abbreviated Spell
When a creature you can see within 60 feet of you casts a spell or uses a magical effect with a duration of 1 minute to twenty-four hours, you can spend 1 sorcery point to halve its duration.
Brittle Spell
When a creature you can see within 60 feet of you casts a spell or uses a magical effect that requires Concentration to maintain, you can spend 2 sorcery points to impose disadvantage on its first Constitution saving throw to maintain Concentration.
Diminished Spell
When a spell or magical effect forces you or a creature you can see within 60 feet of you to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target advantage on its first saving throw made against the effects.
Enervated Spell
When a spell or magical effect damages or heals a creature you can see within 60 feet of you (including yourself), you can spend 1 or more sorcery points to reduce the change in hit points by the number of sorcery points spent. The reduction can be up to your Charisma modifier (minimum of one).
You can use your reaction to use Enervated Spell even if you have already used your special reaction on a different Negamagic option.
Part the Veil
14th-level Antimagic feature
At 14th level, you develop the ability to peer through magical artifice, seeing things as they truly are. As a bonus action, you gain truesight up to 30 feet, which lasts until you’re incapacitated, you die, or you dismiss it as a bonus action.
Spell Immunity
18th-level Antimagic feature
As an action, you push your spell-dampening abilities to their limit. For the duration, you can't be affected or detected by spells of 6th level or lower, and any spells currently on you end if they're less than or equal to 6th level.
You remain in this state for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Previous Versions
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Posted Jul 5, 2024For example, at level 17, my sorcerer should have 15 spells plus the additional 7 spells from the "Living Ward" feature. However, when selecting spells, 7/15 spells are already chosen. Those Living Ward spells count toward the normal total. So at level 17, outside of these mostly defensive spells, I can choose 8 spells across 1st through 9th level spells. It really makes it difficult. Don'tk now if that can be fixed. DnD Beyond is sometimes really rigid about what you can change.
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Posted Jul 5, 2024This is a really cool subclass. My only problem so far is, it says you gain additional spells with "Living Ward," but functionally, when you go to choose spells it's actually just taken up 7 of the total number of spells you can choose.