Base Class: Wizard
The school of nulimancy is an ancient esoteric art that focuses on the nullification and elimination of magic and arcane energy in individuals. Those few practitioners are often the heads of secret orders dedicated to ancient tenants of nulimancy. Mastering the art takes many years, careful deliberate safety, and extreme intellect as even the slightest mistake can drain one of all arcane energy; or result in far worse fates.
Nullified Mind
Beginning when you chose this school at 2nd level, you gain advantage when making intelligence (arcana ) checks and add the identify spell to your spellbook. When you cast identify you no longer need to perform it as a ritual.
Anti-magic Weave
Starting at 2nd level you can weave your nulimancy to form a protective veil of anti-magic to defend yourself. When you are hit by a spell attack or fail a saving throw against a spell effect you can take a reaction to add +2 to your AC and +4 to your saving throw, but this effect only works against spells. This effect only lasts until the end of your next turn, during which time you can only cast cantrips. when you reach 6th level you can use your anti-magic deflection on any willing ally within 30 ft. that you can see.
Suppressive Wave
Starting at 6th level, as an action you can force any creature you can see within 60 ft. to make a concentration check. If the target doesn't have a concentration spell active then the next spell they cast receives disadvantage to the spell attack roll or -4 to the spell save DC.
Magic Beleir
Beginning at 10th level, you add dispel magic to your spellbook. You can cast dispel magic without expending a spell slot a number of times equal to half of your intelligence modifier per long rest. Alternativly you can use this feature to cast dispel magic at higher levels by expending more uses of this feature. If you have used all of your free castings of dispel magic you can still cast dispel magic as a normal spell.
Anti-magic Ward
Starting at 14th level, as an action you can choose one creature you can see within 100 ft. and place your anti-magic ward on it. The creature must make an intelligence saving throw with a DC equal to your spell save DC. While under the ward the creature cannot cast spells, all magical effects on the creature are dismissed, and all magical effects within 5 ft. of the creature are dispelled. The ward is dismissed if you or the creature dies, or if you take damage you must make a concentration check. You can only use the ward once per long rest.
Previous Versions
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8/12/2021 2:34:14 AM
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5e
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8/12/2021 2:52:19 AM
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5e
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8/13/2021 8:21:56 AM
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