Base Class: Sorcerer
The Order of the Luonnotar is a secretive group who denies that the gods are gods at all. Instead, they believe that the gods of Erebus are nothing but petulant children. They claim that the true creator god will one day return, separate the good from evil, and punish those worshiping false gods. In the meantime, they eschew all religions. Disruptors go further as they use their instinctive grasp of the arcane realm against those that borrow power from the gods to suppress them on the battlefield.
Given their secretive organization, the Luonnotar are essentially a decentralized network of mages and thinkers. Recruitement typically happens surreptitiously, as one wouldn't know that their mentor belongs to that group until that mentor decides to reveal it. Only those the Luonnotar believe to share their ideology may be introduced into the order.
Luonnotar Magic
You learn additional spells when you reach certain levels in this class, as shown on the Luonnotar Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Luonnotar Spells | ||
|---|---|---|
| Sorcerer Level | Spells | |
| 1st | Sanctuary, Protection from Evil and Good | |
| 3rd | Aid, Silence | |
| 5th | Dispel Magic, Counterspell | |
| 7th | Private Sanctum, Banishment | |
| 9th | Dispel Evil and Good, Wall of Force | |
Arcane flexibility (optional)
At the DM's discretion, whenever you gain a sorcerer level, you may replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a divination spell from the sorcerer, warlock, or wizard spell lists.
Seal of the Luonnotar
Luonnotar Disruptors receive a seal on their souls when being introduced into the Luonnotar Order. That seal cannot be detected by others, but Luonnotar may detect each other relying on this seal. That seal has the following additional effects :
- Luonnotar Disruptors cannot adhere to any religious organization, even under false pretenses, although they may be citizens in a theocracy. If they do, the seal becomes inactive until the Luonnotar finds a powerful member of the Order willing to repair it. While the seal is inactive, the Luonnotar loses all powers related to this subclass.
- Due to their seal, Luonnotar Disruptors cannot benefit from any spells cast by a Cleric or a Paladin. If the Luonnotar Disruptor is affected by such a spell that would benefit him, the spell fizzles out and does nothing. If such a spell has harmful and benefic components, only the harmful effects apply.
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You have advantage on any Saving Throw to resist any spell or ability cast by Clerics, Paladins, Fiends or Celestials.
Castigate the Believers
Starting at 1st level, when dealing force damage, the damage dealt count as twice as much for the concentration checks of Clerics and Paladins.
Denounce the Gods
Starting at 6th level, you can also cast Counterspell or Dispel Magic against any ability from a Cleric or a Paladin that consumes a divine channel or a spell slot. Furthermore, when you cast Counterspell or Dispel Magic against a spell, ability or effect cast by a Cleric or a Paladin, make the ability check with advantage.
Return to Origin
The Luonnotars believe that all creation originates from a single creator, who used raw magic to create all the elements. At 6th level, Luonnotar Disruptors learns a new metamagic :
- Raw Magic Spell. When you cast a spell that deals acid, cold, fire, lightning, radiant or necrotic damage, you can spend 2 sorcery point to change that damage type to Force damage.
Devour the Divine
Starting at 14th level, when you successfully cast Counterspell or Dispel Magic against a spell using divine magic, you may regain the spell level of the countered spell as sorcery points.
Luonnotar Enlightenment
Starting at 18th level, you are immune to any spell or ability cast by Clerics, Paladins, Fiends or Celestials. This does not include physical attacks, even if they are made with a magical weapons made from a spell or ability cast by Clerics, Paladins, Fiends or Celestials.
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