Base Class: Wizard
You have studied magic itself better than most. Your knowledge let you to master it. You can take advantage of it and shut down any form of magic that surrounds you. You can disable any magic users and hurt them if they want to harm you or your allies. Wizards like you are invaluable adventurers to any party that faces magic in any way.
Level 3: Level 3: Magic Vision
You can use the Detect Magic and Identify spells as a ritual with a casting time of 1 action. The casting do not take 10 minutes longer to cast than normal and you do not need to read them from the book.
Level 3: Level 3: Antimagic Aura
As a bonus action, an aura radiates from you in a 30-foot Emanation for 1 minute. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects (like a dragon breath). When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save and only half damage if it fails on the save.
You can use this feature twice and you regain all expended uses when you finish a Long Rest.
Level 6: Level 6: Spell Negation
You can use the Counterspell spell without expendig a spell slot if you have it prepared. In addition, the target of the spell has disadvantage when it makes the Constitution saving throw required.
Level 10: Level 10: Antimagic explosion
As an action, an aura radiates from you in a 90-foot Emanation until the start of your next turn. While in the aura, no creature (including yourself) can cast any spell or do any form of magic effect (like a dragon breath). In addition, any spell or magic effect cannot affect creatures inside the aura. Finally, for each ongoing spell on the aura, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
You can use this feature twice and you regain all charges when you finish a Long Rest.
Level 14: Level 14: Magic Hunt
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 and you regain all charges when you finish a Long Rest.
In addition, every time you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.







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