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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