Origin Feat
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Arcane Disruption
When you hit a creature with a melee weapon attack, you may invoke Emberfall Convergence.
You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
The target must be capable of casting spells or using magical features.
The attack deals an additional:
3d10 force damage
The target must make a Constitution saving throw
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier
🔻 On a Failed Save
For 1 minute:
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The target cannot cast spells above 3rd level
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If concentrating, concentration immediately ends
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The target has disadvantage on concentration checks
The target may repeat the save at the end of each of its turns, ending the effect on a success.
🔥 On a Failure by 5 or More
Instead:
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The target cannot cast spells of any level
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Cannot use magical class features (Ki, Sorcery Points, Channel Divinity, Pact Magic, etc.)
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Speed is reduced by 10 feet
They may repeat the save at the end of each turn.
💀 Catastrophic Convergence (Nat 20 Effect)
If you roll a natural 20 on the attack roll used to deliver Emberfall Convergence:
The target’s Magic Circuits are violently disrupted.
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The target is unable to cast spells for 1 minute
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This effect does not allow a saving throw on the first round
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At the end of each of its turns, the target may make a Constitution save to end the effect early
If the creature fails three of these saves before succeeding:
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The disruption lasts for the full duration and they suffer disadvantage on spell attacks for 1 hour after
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