Sorcerer
Base Class: Sorcerer

You know how to manipulate or even stop the flow of magic, and you aren’t going to use that just as a party trick.

Proficiencies

When you take this subclass at level 1, you gain proficiency in light armor, simple weapons, longswords, and rapiers

Magic eyes

Beginning at level 1, you can tear the fabric of magic in a small way to help you see through illusions. You gain advantage on investigation and perception checks against spells.

Elemental Resistance

Beginning at level one, you have a certain affinity for being resistant to elements. A number of times a day equal to your charisma modifier, minimum of 1, you may use a reaction to halve the damage done to you by fire, cold, lightning, thunder, poison, and acid.

Nullify

Beginning at level 6, a number of times a day equal to your charisma modifier, minimum of one, you may attempt to nullify a spell being casted as a reaction. If the spell being casted is level 2 or lower, it is instantly nullified, as if it got counterspelled. If the spell is of level 3 or higher, make a charisma check, the dc being 10+the spell level+1. On a success the spell is nullified.

Elemental Wall

Starting at level 6, you can channel the elements that you have nullified over the years to create a wall in front of you. It is 15 feet long, 5 feet wide, 10 feet tall, and you may positon it in any way at the DM's discretion. It has 16 health, and choose one element. Any time that wall is hit with that certain element, it is instead healed, up to a maximum of 25 health.

Magical Evasion

Beginning at level 14, you have advantage on saves against spell effects, and attack roll spells have a -3 to hit you. For magical save effects, instead of taking half damage on a sucsessful save and full damage on a failed save, you take no damage on a successful save and full damage on a failed save.

Untouchable

Beginning at level 18, you take half damage from all spells, and your AC is permanently increased by 2

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