Sorcerer
Base Class: Sorcerer

One of your ancestors may have been been touched by a nether elemental, or traveled near the Endless Void. Whatever the reason, the nullifying nature of the Endless Void has begun to manifest in you.  The Endless Void, the elemental plane of nether, absorbs and nullifies magic from every realm and plane in the multiverse. When magic fades, the residual energy drains away into the oblivion that is the Endless Void.  When magic is dispelled, or countered, the leftover filaments of magical energy flow into the Endless Void.  

Null Conduit

As you begin to manifest these qualities, you become physically and mentally connected to the endless void, and the power of your Void Ancestry begins to emerge.

At 3rd level, when you gain this subclass, your hit point maximum increases by 3 and then again by 1 whenever you gain a Sorcerer level.

Additionally, parts of your skin become covered by a thin sheen of translucent flux, which does not feel wet or oily to the touch, granting you a bonus to your Armor Class, and to Saving Throws equal to your proficiency bonus minus two.

The casting time of any spell you cast is doubled. A spell with a casting time of one Bonus Action would instead have a casting time of one Action. A spell with a casting time of one Reaction would have a casting time of one Action, and may only be used as a Reaction if an Action was used to Ready that Reaction unless the casting time is first reduced.

Whenever you cast a spell using a spell slot of 1st level or higher, you may spend one Sorcery Point to use the spell's normal casting time instead. This does prevent the use of Metamagic on the same spell. You can still apply Metamagic normally to spells you cast.

Example: You are a level 3 Sorcerer, and want to use Quickened Spell to cast burning hands as a Bonus Action. You must first spend 1 Sorcery Point to use the normal casting time for the spell, after that, you can spend Sorcery Points normally to apply the Quickened Spell Metamagic, which then changes the casting time to one Bonus Action.

Starting at 3rd level, you can no longer cast cantrips, and cantrips have no effect on you.  As a side effect of your connection to the Endless Void, nearby magical energy is drawn harmlessly into it, making it difficult for you to manipulate weaker magic, and for weaker magic to affect you.

The potency of your Null Conduit increases as your Sorcerer level increases.  If you are the target of, or are included in the area of effect of any spell or magical effect of the listed level or lower,  that magic has no effect, and the magical energy used to create effect is expended.

Magic that targets anyone within the listed range (including you) has no effect, if it is weak enough, or common enough.  This includes magic created by spells, abilities, features, or items.

Null Conduit interferes with the activation of magic items and magical abilities within the listed range, based on rarity of the item, or save DC of the ability for the given level increment, which causes the activation of an affected magic item or magical ability to fail.  Similarly, magic effects and magical abilities that target you, or anyone within the listed range, based on the rarity of the item, or save DC of the ability for the given level increment, have no effect.

Similarly, the Null Sorcerer is unaffected by ongoing magical effects that are not powerful enough to overcome this effect, and those effects are dispelled when the Null Sorcerer comes into contact with them.

Sorcerer Level  Spell Slots Affected   Range Rarity  Save DC 
3rd Cantrips  5' - -
6th 1st 10' Common 10
9th 2nd 15' Uncommon 12
12th 3rd 20' Rare 14
15th 4th 25' Very Rare 16
18th 5th 30' Legendary 18


Example: You just gained your 12th level in this subclass, and the rogue in your party, who is standing 10 feet from you, clicks her heels to activate her boots of speed as she had done many times before, and then uses the dash action.  To her surprise, her movement speed was not doubled.  As she falls short of her destination, she fails to find a place to hide and is spotted by a nearby wizard who unleashes a volley of magic missiles from a wand.  Several of them hit the rogue.  One of the missiles targets you, and another targets your bard friend, who is 15 feet from you. The missiles targeting you and the bard vanish into nothing before they hit, and have no effect.

Null Sense

Starting at 3rd level, you begin to notice spell effects and magical effects within range of your senses. You can see, hear, smell, feel, and even taste nearby magic. Magic tantalizes your sense of temperature, your sense of pressure, of gravity, of balance. It is very difficult for you not to notice nearby magic. If an active magical effect is in range of your senses, you notice it automatically.

You may use your charisma modifier in place of your intelligence modifier for Arcana skill checks to identify magic that targets you, or that targets or affects anything within range of your Null Conduit.

Whenever the Magic action is taken within range of your senses, you become aware of that event, and have an opportunity to react.  You are able to nullify magic before it takes effect.  Nullifying magic in this way causes the magical resources to be wasted, and for the magic to have no effect.  An untrained observer would have no way of knowing why the magic had no effect, or how anyone could have nullified the magic, but to another Child of the Void, it would be obvious.

Whenever you nullify magic, you regain a number of sorcery points equal to your proficiency bonus.

Null Dispel - As an action, you may attempt to identify an active spell effect or magical effect within range of your senses. If you succeed on an Arcana skill check, you learn the name, Rarity, and school of the spell or effect.  If you are within 60 feet of the effect, the DC for your Arcana skill check is equal to the Sorcery Point Cost of the effect.

Even if you fail the check, you still learn the Rarity, and school of the effect. The DC for the Arcana skill check increases by 5 for every 60' you are away from the source of the magic. You may not attempt this again for the same effect unless the DC decreases by 10 or more.

As part of this action, you may nullify the magic you attempted to identify by expending a number of sorcery points equal to the Sorcery Point Cost.  You may nullify magic, even if you fail to identify it.

Null Counter - As a reaction to the Magic action, you may attempt to identify the magic. By succeeding on an Arcana skill check, you learn the name, target(s) or area of effect, Rarity, and school of the magic. Even if you fail the check, you still learn the Rarity, and school of the magic. If you are within 60 feet of the source of the magic, the DC for your Arcana skill check is equal to 10 + the Sorcery Point Cost. The DC increases by 5 for every 60' you are away from the source of the magic. You may not attempt this more than once for a given action.

As part of the reaction, you may expend a number of sorcery points equal to the Sorcery Point Cost to nullify the magic you attempted to identify. You can nullify this magic, even if you failed to identify it. The source of the magic must be within range of your senses, but you do not need to be able to see the source to nullify the magic.

Item, Ability, or Feature Level Spell Slot Equivalent  Sorcery Point Cost Rarity  Save DC 
1st, 2nd 1st 1 Common 10
3rd, 4th 2nd 2 Common 12
5th, 6th 3rd 3 Uncommon 13
7th, 8th 4th 4 Uncommon 14
9th, 10th 5th 5 Rare 15
11th, 12th 6th 6 Rare 16
13th, 14th 7th 7 Very Rare 17
15th, 16th 8th 8 Very Rare 18
17th, 18th 9th 9 Legendary 19
19th, 20th - Higher of 10, or Half of save DC Artifact 20+

 

Null Reflex - You automatically learn the school, target(s) or area of effect, and Rarity of any spell or magic ability that would target you or anyone within range of your Null Conduit ability, or would include either in the area of effect.  Using null reflex, you may only nullify magic that normally allows a saving throw.

Once per turn, as a free action, you may reflexively nullify magic that meets the above requirements by expending an equivalent spell slot, or by expending a number of sorcery points equal to the Sorcery Point Cost for the effect.

Null Body

At 6th level, weapon attacks made against you lose all magical bonuses to hit and to damage.

Bonus to AC and Saving throws from Null Conduit increases to +2.

Magical effects heal you for half of the normal amount (rounded down).

Example: A Rogue with a Healer's kit, and the Healer Feat, could restore 1d6+4+6 (average 14) HP to a 6th level Child of the Void Sorcerer, but a 6th level Cleric could only restore half of the 3d4+4 (Average 11) HP they usually restore by upcasting Healing Word to third level.

You have resistance to necrotic, radiant, and force damage.

You have resistance psychic, fire, cold, lightning, thunder, poison, acid, slashing, piercing, and bludgeoning damage from magical sources. (round down)

Example: Mundane fire from a burning oil flask will still deal damage to you normally, but you have resistance to fire damage from a sword with the Flame Tongue enchantment, or to fire damage from a suit of armor affected by Heat Metal.

In addition, whenever you succeed on a saving throw against a spell or magical effect that deals damage, if you would take half damage on a save, you take no damage instead. If you fail, you only take half damage. (round down)

Perfect Void

Starting at 12th level, your body becomes a perfect void, severely limiting the effects of magical energy that touch it.

Whenever a spell or magical effect heals you, or deals damage to you, it heals or deals the minimum amount of damage possible to you, setting the result of all damage or healing dice to 1.  This effect overrides any ability that would set the result of the dice to a higher number, and prevents damage dice from being re-rolled.

Null Contagion

At 6th level, when you touch a creature, or hit a creature with a melee weapon attack, or when a creature touches you, or hits you with a melee weapon attack, that creature must succeed on a Charisma Saving Throw or it becomes Corrupted by your Void Ancestry, gaining the Corrupted condition for a number of minutes equal to your proficiency bonus.

The Corrupted creature gains the Null Body, and Null Contagion features for the duration, as well as the Perfect Void, and Null Soul features if the afflicting creature has those features.
The Corrupted creature cannot cast cantrips, and is unaffected by cantrips for the duration.

Null Terminus

At 14th level, as an action, you may touch a magic item and expend a sorcery point and a spell slot to disenchant it.

You must expend 1 sorcery point and then expend a 5th level spell slot for a common item, 6th for uncommon, 7th for rare, 8th for very rare, and 9th for legendary.

You cannot undo the magic of an artifact with this ability.

When an item is disenchanted, it permanently becomes a mundane item, nullifying all magic associated with the item, and ending any active or ongoing effects related to the item, even curses.

You may optionally use this ability to permanently remove a curse from a magic item instead of disenchanting it entirely.

Null Soul

At 18th level, your Null Conduit is so powerful that you generate an Antimagic field with a radius of 30'. It requires a tremendous amount of effort, but you are able to suppress this effect temporarily.

As an action, you may spend eight sorcery points and concentrate to temporarily suppress this effect.

While concentrating, the Antimagic field you produce is suppressed.

While you concentrate to suppress your own Antimagic field, spells you cast use their normal casting time, and function normally inside the range of your Null Conduit.

In addition, you may expend one sorcery point per level of the spell slot used when you cast a spell to allow it to function normally inside of any Antimagic field.

The Antimagic field you generate becomes active again whenever you lose concentration, or lose consciousness. The Antimagic field remains active if you die.

If your soul leaves your body, the effect is suspended, but if your soul possesses another body, Null Soul activates at the beginning of your next turn, originating from the new body, unless you resume concentration.

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