Anti-Magic Grimoire Attunement. (Short Rest) Upon grasping the grimoire, you feel all magic being absorbed from your body, corrupting your connection to the magic weave. You must let the corruption continue until you begin your connection with the anti-magic weave.
Anti-Magic Armory. Attuned. The grimoire can contain all anti-magic items also allowing you to release any anti-magic weapons directly to you upon calling the weapons name. Unless the Grimoire is held or sealed shut for any reason.
Magic Hunter. Attuned. 1/long rest, cast instantaneous, lasts 10 minutes. Something primal awakens within you as anti-magic flows out from the grimoire. You must find it and destroy it that which is connected to the magic weave. You gain the effect of detect magic. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Corrupt Magic. Attuned. 5/max, Action Time 1/hour, Any magic weapon or item can be placed in the empty pages of the book, not counting the 2 "Demon" blades from the set. By doing this the magical property of the weapon or item corrupted leaving it unusable. Rare or Lesser = Unusable 3/days, Very Rare = Unusable 1/day, Legendary = 1/minute.
Destroy Anti-Magic Grimoire. Attuned. If the Grimoire is destroyed, can only be destroyed by user, a portal forms all creatures within 120ft radius must make a DC 24 DEX saving throw, on a failure they are transported to the first layer of the Nine Hells Avernus. The Grimoire will reconfigure in 1d4 week(s) in a place of the DM's choice.
Notes: nonmagical class/multiclass, short rest
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