Sorcerer
Base Class: Sorcerer

As a young sorcerer, your powers were bound for one reason or another. Maybe a jealous local mage sought to eliminate future competition for magical services. Maybe your blood line was cursed by witches. Then again, maybe your parents simply wished for you a normal childhood and a normal life. Whatever the cause, you have never been able to achieve your full potential, until now.

Despite your lack of magic, your adventurous spirit could not be contained, and you learned how to make your way through a dangerous life by mundane means. Now that you've come of age, your power has taken on a life of its own, and seeks to undo the shackles that bind it.

Bonus Proficiencies

You gain proficiency with light armor, shields, and one skill of your choice. Additionally, choose one skill with which you are proficient; your proficiency bonus is doubled for that skill.

Magic Averse

The magic that binds your power also protects you from foreign magic.

Whenever you fail a saving throw against a spell or magical effect, you may spend two sorcery points to reroll the saving throw.

Anti-magic Familiarity

Years of trying to unlock your full magical potential has granted you insight into how magic can be contained.

Starting at 6th level, whenever you make an ability check to counter magic with counterspell or dispel magic, you have advantage on the check. 

You learn the counterspell and dispel magic spells, if you do not already know them. If you do already know one you may learn a different spell of third level or lower, or two spells of third level or lower if you know both.

Unbound

As you learn to escape from the magic that binds your power, you also learn to subvert the forces that anchor you to the material plane.

Starting at level 14, you may cast Misty Step and Dimension Door as though they were cantrips.

Master of Chains

You have mastered the arcane bindings that have held your powers at bay for decades, and are now ready to turn them on your enemies.

Starting at 18th level, you may spend five sorcery points to generate an anti-magic aura as an action. The aura lasts for one minute or until you lose concentration (as if you were casting a concentration spell). All creatures you choose within 60 feet of you must make a wisdom saving throw against your spell save DC whenever they attempt to cast a spell, use a magical item, or use a magical ability.

On a successful save, the creature casts the spell or uses the ability as normal.

On a failed save, the caster takes 4d6 psychic damage, and the spell or ability fails and is wasted. 

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