School of Antimagic

As our understanding of magic deepens over time, so too does the threat magic-users pose to the rest of the world. In some cultures, this has led to restrictions on who is allowed to practice magic––or worse, cullings of magic-users until their population is small and isolated. To prevent this from happening, the school of antimagic was developed––a tradition of spellcasters whose purpose is to keep other magic-users under control, and to stop rampant magic from destroying innocent lives.  

Martial Training

When you choose this school at 2nd level, you gain proficiency in light armor and simple weapons.  

Disruptive

At 2nd level, you have learned to lace your attacks with startling energy. When you deal damage to a creature that is concentrating on a spell, that creature has disadvantage on the Constitution saving throw to maintain concentration provoked by that damage.  

Contraspell

At 6th level, you add counterspell to your spellbook, in addition to any other spells you learn at this level. When you successfully interrupt a spell with counterspell, the target’s spell to fail, you regain a spell slot. It must be of a level lower than both the spell you interrupted and the spell slot you used to cast counterspell. In addition, when you cast counterspell or dispel magic, they can effect psionic manifestations as though they were spells of the same level.  

Disciplined Mind

At 10th level, you have advantage on saving throws made to resist spell effects.   Additionally, as an action, you can touch a creature and end one condition that is currently affecting it, so long as that condition was caused by a spell. Once you use this feature in this way, you can’t do so again until you finish a short or long rest.  

Antimagic Wall

At 14th level, you learn a weaker but more flexible version of the antimagic field spell. As an action, you can create a translucent blue wall that is up to 10 feet tall and 20 feet wide. This wall is composed of antimagic, and has the following properties.  
  • No spells or magical effects can pass through the wall, though creatures can pass through freely. Creatures cannot cast spells or use magical effects that target creatures blocked by the wall.
  • Magic items and summoned creatures hit the wall as if it were solid, and cannot pass through it or break it. If a summoned creature is pressed against another surface by the wall, it simply appears on the other side of the wall.
  • The wall cannot be removed by spells and effects such as dispel magic, or by the effects of other antimagic field spells.
  As an action on your turn, you may also move the wall up to 10 feet in any direction. The wall lasts up to 1 hour, or until you lose concentration on it.   Once you use this feature, you can’t use it again until you finish a long rest.

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