Wizard
Base Class: Wizard

The halls around you are nothing but ivory white, and as you've destroyed any magical capabilities you previously had, your entire body feels numb. The deal was made swiftly, not a single second thought. You're Null now, capable of silencing others' magical abilities. Your mentor is an outcast, thrown out for their experiments from whom you've now inherited your newfound hatred for spellcasters, although you're not completely uncontrollable. Your party is still recognized as your friends and allies, and your former loyalty still remains.

Spell Resistant

Starting at second level, your brain, now deafened to magic, has been granted the ability to resist spells and magic. As a result, your defenses against such have been increased.

You have proficiency in saving throws when being attacked by spells and +2 AC when being attacked by spells

Competent Duelist

In exchange for the fancy light shows you gave up, new memories from dead masters have been ingrained into your mind. As such, you're now proficient in a few types of weapons.

You have proficiency with Finesse and One-handed weapons, and may use your Intelligence modifier instead of Strength when attacking with a weapon. Gains proficiency with Heavy and Two-handed weapons at 5th level. You also gain the Extra Attack features at the same levels as a Fighter would.

Hellish Compass

As you grow stronger, new techniques and abilities are constantly implemented into your body. This technique is far deadlier than any other, though, and will grow stronger and stronger the stronger you yourself become.

Enemy is struck by 1d8 large spikes of pure energy, closely resembling jagged compass arrows. Each arrow deals 1d6 piercing damage and 1d4 fire damage. Costs an action and may be used a number of times per long rest equal to your proficiency bonus. Target makes a Constitution saving throw (save DC 15) and takes half damage on a succesful save.

Ankle Slicer

Taking inspiration from less honorable fighters, this certainly is a dirty move. Famously used by many rogues and thieves, this attack is easy to see coming but still difficult to avoid.

User slides up to 20 ft. forward, ducks down and slices forward in a 10ft. circle, taking an action and being usable a number of times equal to your proficiency bonus per short rest. Anyone hit is forced prone for a single turn and cannot jump for 3 turns. This takes an action and has the same damage and +to hit as your currently equipped weapon.

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