Sorcerer
Base Class: Sorcerer

While other sorcerous bloodlines have an overabundance of arcane energy, Leeches are the exact opposite. They are irregularities in the Weave, points were no arcane energy exist and in turn is sucked into. How you have become this singularity for magic is unknown, but it makes you into a bane for anything magical.

Many military organizations gladly take up these leeches into their ranks, training them to be used as efficient weapons against any spellcaster that would otherwise prove difficult to subdue.

Magician's Bane

Starting at 1st level, you are drawn to magic like a shark towards blood. You can cast detect magic at will, without expending a spell slot.

Sundering Shield

Also at 1st level, when you use your innate magic to cast a spell, you can leech on some of the spells magic to protect yourself. Whenever you cast a spell of 1st level or higher, you can create a shielding aura on yourself that lasts until you finish a short or long rest. The shield has hit points equal to your sorcerer level + your Charisma modifier. Whenever you take damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, you take any remaining damage. The shield has resistance against damage dealt by spells.

You need to finish a short or long rest before you can use this feature again.

Disruptive Mark

Starting at 6th level, you can disrupt the concentration of spellcasters. On your turn, you can choose a creature you can see within 30 feet of you and place a disruptive mark on it. For the next minute, while the marked creature is within 30 feet of you, you gain the following benefits:

  • Whenever the creature casts a spell, it must first succeed on a Constitution saving throw against your spell save DC to maintain concentration. On a failed save, the casting is disrupted, the spell fails, and the spellslots are wasted.
  • Whenever the creature starts its turn while concentrating on a spell, it must make a Constitution saving throw against your spell save DC to maintain concentration. On a failed save, it loses concentration on the spell. You can mark only one creature with your disruptive mark at any given time.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Arcane Nullzone

At 14th level, your presence alone is disruptive for magical effects. If you are the target of a damaging spell effect cast by a creature you can see, you can use your reaction to spend a number of sorcery points equal to the spells level (a minimum of 1) and halve the damage the spell would deal to any creature affected by it.

Overpower

At 18th level, you can cast the counterspell and dispel magic spells at 3rd level against the target of your disruptive mark without expending spell slots. If the marked creature is within 30 feet of you, you have advantage on the spellcasting ability check for these spells. You can cast both spells at a higher level by spending a number of sorcery points equal to the level of the spell.

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