Base Class: Wizard
While other wizards seek the secret of immortality or mastery of the elements, the Void Exegetes study the "cracks in the pedestal." For them, gods and higher beings are nothing more than extraplanar energy entities with boundless egos and rules that can be rewritten. They use arcane logic to dissect miracles, turning faith into static and divine flesh into dust.
They are the judges of immortality, specializing in surviving the overwhelming presence of avatars and ensuring that, when a god falls, they do not return.
Void Exegetes wear dark clothes, they are pragmatic and study the why of the things
Iconoclastic Eye
You have training on identifying the frecuency of the sacred magic
Anatomical Analysis: As a bonus action, you can observe any creature within 60ft. You know whether it is celestial, fiend, or elemental, and if so, you know its immunities and resistances.
Holy Sense: You have advantage on Wisdom (Insight) checks to detect whether someone is under the influence of a divine enchantment or a possession spell.
Unyielding will
You have shielded your mind against the "divine dread" emanating from higher beings.
You have advantage on saving throws against being Charmed or Frightened.
Heretic Resilience: When you take radiant or necrotic damage, you can use your reaction to reduce that damage by an amount equal to your Wizard Level + your Intelligence modifier (minimum 1).
Negation Cloak
You learn to project an aura of interference that severs the connection between a cleric and their deity, or a celestial and their power source.
Miracle Supression: When you cast Counterspell or Dispel Magic against a spell from the Cleric or Paladin spell list, or against a magical ability of a Celestial/Fey, you add your proficiency bonus to the ability score roll, even if you were already adding it.
Siphon of Faith: If you successfully counter or dispel a magical effect with the spells mentioned, you regain hit points equal to 2 times the level of the canceled spell.
Axiom of Mortality
Your mere presence imposes the laws of physical entropy upon eternal essence.
Legendary Erosion: If a creature within 30 feet of you uses one use of its Legendary Resisnatce to succeed on a saving throw against one of your spells, it must expend two uses instead of one. If it has only one use remaining, it automatically fails the save.
Anchor to Reality: Creatures within your 30-foot aura cannot use teleportation or plane travel unless they succeed on a Charisma saving throw against your spells' DC.
void executor
You have mastered the art of "erasing" that which is eternal.
Strike of Nothingness: Your spells ignore the damage resistance of Celestials, Fiend, and Elementals. In addition, beings with the Immortality trait or who reform on other planes lose that ability if reduced to 0 hit points by you.
Final Judgment: When you reduce a creature of Challenge Level (CR) 10 or higher to 0 hit points, you may choose to have its essence dispersed. The creature cannot be resurrected by any means less than a 9th level spell.
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