Sorcerer
Base Class: Sorcerer

Most sorcerers are suffused with an innate connection to the weave, but the Nullborn intrinsically repel it. Nullborn learn arcane magic by using the weave’s aversion to them to control it and are able to dispel magical effects they encounter.

Magic repellent

Starting at 1st level, the weave avoids you. You have advantage on saving throws against spells and other magical effects. If you succeed on a saving throw against a spell or other magical effect that allows you to take half damage if you succeed, you take no damage instead.

Arcane cancellation

At 6th level, you can manipulate the weave’s aversion to you to disrupt magical effects. As an action, you can spend 2 sorcery to attempt to dispel one ongoing spell or magical effect within 60 feet of you. 

additionally, as a reaction when a creature within 60 feet of you attempts to cast a spell, you can spend 1 sorcery point to make a charisma check to attempt to disrupt the spell. On a success, the spell fails and backfired on the caster.

the dc of the charisma check is 10 + the spells level. You can add your proficiency bonus to this check. For each additional sorcery point you spend, the DC is lowered by 1. If you succeed on the ability check, you regain 2 sorcery points.

Antimagic Aura

At 14th level, you can extend the benefits of your magic repellent feature to any of your choosing within 10 feet of you. You can spend 3 sorcery points to increase the range of this aura to 30 feet for 1 hour. 

Additionally, you can spend 6 to cast antimagic field, without requiring a material component. When you cast antimagic field this way you can spend sorcery points to alter it in the following ways,

  • you can spend 7 sorcery points to extend the radius of the antimagic field to 30 feet.
  • you can 3 to increase the duration of the spell to 8 hours,   or 7 sorcery points to extend the duration of the spell to 24 hours. You must maintain concentration on the spell as usual.
  • you can spend 7 to remove the concentration requirement of the spell.

you can use multiple effects from the list above. If you use any options from the list, you cannot also use metamagic.

Nullify

At 18th level, as an action, you end every magical effect on a creature you touch. Any magical effects caused by that creature are also ended. 
               If the creature attempts to cast a spell or use a magic item, it must make a charisma saving throw. On a failure, the creature takes 10d6 psychic damage. If it was attempting to cast a spell, it fails and has no effect. If the creature was attempting to use a magical item with limited uses. The use is expended but the effect does not occur. If the creature was attempting to use a magical item with a permanent effect, the effect is suppressed. This effect ends on a successful save, or the next time the creature finishes a long rest. 
     Once you have used this feature, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2022 6:43:01 PM
6
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes