Base Class: Sorcerer
No one knows the origin of this power. You have it from your birth and you can manifiest it without learning or training. Your eyes bright a lot with white light when you use your abilities and you can feel the arcane powers and manipulate them in several ways. The magic itself seems to obey your desires.
The most important skill is to nullify other magic users and to hurt them if the want to hurt you or your allies. In worlds with a lot of magic, great evil liches or other powerfull magic users, Antimagic Sorcerers like you are a invaluable adventurers to be with.
Identify Magic
1st-level Antimagic Blood feature
Your have a sixth sense that alert you that a magic user or a magic object are near. At 1st level, you learn identify and detect magic and you can use them at will.
At 5th level, you learn the counterspell spell, wich doesn't count against your number of sorcerer spells known. You can cast it by spending spell slots. In addition, you can cast it at 3th level by spendind 2 sorcery points, at 6th level by spending 4 sorcery points or at 9th level by spending 8 sorcery points.
Magic Protection
1st-level Antimagic Blood feature
Starting at lv1, when a creature you can see within 30 feet of you takes damage from the effects of a spell, you can reduce that damage in 1d8 for every level of that spell.
Also, when a number of creatures up to your charisma modifier that you can see within 30 feet of you are affected by a spell that forces to make a saving throw, you can give them advantage on that roll.
You can use any of this features a number of times up to your charisma modifier and only once per round. You regain all charges used when you finish a long rest.
Shut Down Magic
6th-level Antimagic Force feature
Beginning at 6th level, when you cast a abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you have advantage on that roll.
In addition, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to mantain its concentration.
Magic Hunt
14th-level Antimagic Force feature
Starting at 14th level, when a creature you can see successfully cast a spell, inmediatly after that, you can cast against it a cantrip that requires an attack roll. No action required.
You can use this feature a number of times up to your proficency bonus. You regain all charges used when you finish a long rest.
Antimagic Explosion
18th level Antimagic Force feature
Starting at 18th level, as an action, you make an explosion of antimagic in a 60-foot cube originating from you. It create the following effects within the cube before vanishing:
-The explosion forces to spend up to 15 levels of spell slots without any spell casted, divided as you choose from any number of creatures of your choice in the cube. Every creature affected by the explosion recieves force damage up to three times the number of levels of spell slots it has been forces to spend.
-Every spell ends on reatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest.
Previous Versions
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