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School of Inversion

Nullifier

At 2nd level, when you choose the School of Inversion, you gain the ability to counter other Arcane Traditions. Choose two schools at 2nd level, then again at 6th level, at 10th level and finally at 14th level. You cannot choose the same school twice. Each school grants you certain features or spells that are detailed on the Nullification Table and the next section.   The spells and features gained from Nullifier can only affect spells whose level is equal to or lower than the highest level spell you know, unless specified otherwise.
Nullification Table
School  Ability
Abjuration  Detain
Conjuration  Nihiling Educt
Divination  Misconception
evocation  Imagery Resistance
Illusion  Awakened Vision
Necromancy  Necrotic Absorption
Transmutation  Circle of Negation
 Enchantment  Dark Mirror

Know thy Enemy

Beginning at 2nd level, you know the school of a spell that is cast within 120 feet around you as long as it is of a level equal or lower than the highest-level spell you know. By using Know thy Enemy you can only recognize spells from schools that you have picked from the Nullification table.

Beholder's Glimpse

At level 6th, studying the Beholders for all your life, you have managed to decipher part of their Antimagic Cone mechanics so that you can use it for your benefit. As an action, you can suspend the effects of a spell or magic item until the start of the next round, within 30 feet of you.   You can use Beholder's Glimpse once per long rest.

Antimatter

Beginning level 10th, you have the ability to cease the existence of a creature for a moment. As an action, you can touch a creature within your melee range. The creature must make a Charisma saving throw against your spell save DC. On a failure, they disappear until the end of their next turn.   They reappear on an unoccupied location of your choice within 30 feet of you. On a success, nothing happens. You can use Antimatter a number of times equal to your proficiency bonus.

Call of the Beholder

At 14th level, you have the ability to call forth a Beholder. As an action, you open a portal to the Void and a Beholder will answer your call. When the portal opens, roll a d20. On an odd number the Beholder acts as an ally to you and your allies. On an even number the Beholder acts as an enemy to you and your allies.   Once you use Call of the Beholder, you can use it again after seven days have passed

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