Nullifer (5e Class)
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The nullifier, guards of the balance, and laws of magic assembled to be an elite force used to secure, contain, and protect magical relics. Training for the Nullifier starts at a young age; volunteers may be taken from the wizard academies or those eager to defend the world from magical threats. Unlike the typical magic users, the Nullifiers vigorously train in the secretive art of Nullifying magic and undergoing physical and mental conditioning before the initial training. Those who do not survive the harsh treatment or meet the Nullifiers' needs will be cast aside to focus on more able candidates. A Nullifier undergoes eight years of education, physical training, and Nullification training before becoming tasked out as squires to a senior Nullifier. Graduates of the Nullifier's academy are no younger than eighteen years of age, the oldest being twenty-one. Nullifiers marked with squire status last as long as it needs before the Nullifier proves capable of being able to take on tasks without the guidance or oversite of their seniors. Nullifiers venture out in groups of three or more to fulfill missions based on the magical nature. The sworn duties of the Nullifier mixed with the intensity of their training give them a one-track mind to protect citizens from irresponsible and dangerous magic users. Senior Nullifiers are typically seasoned, having had more than twenty years of unsupervised missions. It is up to them to secure prisons and cities from magical threats and keep vaults containing magic relics safe.
Creating a Nullifier
- Quick Build
You can make a Nullifier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Knight of the Order background. Third, choose any type of Light Armor and Simple Weapon.
As a Nullifier you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Tools: Alchemists Supplies or Herbalism Kit
Saving Throws: Intelligence and Wisdom
Skills: Choose two: Insight, Medicine, Perception or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any common Light Armor, any common Simple Weapon and Alchemist's Supplies or Herbalism Kit or (b) Leather Armor, Spear and Alchemist's Supplies
- If you are using starting wealth, you have 4d4 × 10 GP in funds.
|Features||Cantrips||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting and Magic Absorb||3||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Arcana Over Elements and Spell Recovery||3||3||3||—||—||—||—||—||—||—||—|
|3rd||+2||Magic Rebound and Archetype Feature||3||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||5||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||9||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||5||11||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||5||13||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||15||4||3||3||3||3||2||1||1||1|
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
At 1st level, you know four cantrips of your choice from the nullifier spell list. You learn additional nullifier cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nullifier table.
- Spell Slots
The Nullifier table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these nullifier spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the Nullifier table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a nullifier spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your nullifier spells.
At 1st level, you can use your reaction if a spell was cast within 5 feet of you. Pass the spellcaster's DC using Wisdom to absorb and will the spell to your benefit. If you failed the DC take full damage or effect of the spell; if you successfully pass the DC absorb the spell and take half damage.
Arcana Over Elements
At 2nd level, if the spell you cast has an element tied to it, replace the element with arcana instead. If the spell has a per round effect that induces damage replace it with Arcana Burn, creature suffering from Arcana Burn takes 1d4 arcana damage per turn.
At 2nd level, on a successful Magic Absorb, you regain used spells slots one lower than the slot used to cast the spell. Cantrips and level one spells do not recover 1st-level spell slots.
At 3rd level, if you had to roll a Dexterity saving throw against a spell, instead of the spell missing on a successful save you may redirect the spell. If the spell is successfully redirected it loses half the damage dice, if the spell had only one then it does not get redirected. If the spell has no more damage die then the spell dissipates. If the redirected spell has an element tied to it, the spell keeps the element properties.
At 3rd level, there exists two different types of Nullifiers there are Pure and Void. Both work towards the one goal but both do it differently. Pure Nullifiers work to improve their ability to shut down casters and keep themselves out of harm's way. Void Nullifiers make themselves the target, putting anything on the line to complete the mission at hand.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 7th level, using a level one spell slot to give advantage on your next Magic Absorb. If you fail the Magic Absorb instead of taking full damage take half damage. On successful Magic Absorb do not take damage.
At 9th level, when you cast Magic Shield you can choose this instead: Absorb the spell taking it's spell slot for yours or make a Wisdom saving throw to break down the spell to recover half the damage as hit points.
At 11th level, improves the range of Magic Absorb to 10 feet.
At 13th level, using a spell slot on a successful rebound, increase the damage of spell by one for each level of the spell slot used.
At 17th level, use a 2nd-level spell slot to cast Arcana Shield, gain advantage on Arcana Absorb. On fail take one-third damage; on success recover spell slot of the spell used and take no damage.
At 18th level, when Arcana Shield is a success recovers a spell slot, you may break the spell slot down into two lower spells slots so a level two spell can be broken down into two level one spells.
At 20th level, you can use a spell slot to recover the used spell slot's level in your hit die. You may use this on yourself or on another creature.
Pure Nullifier Void Nullifier
Unwavering faith in your magic, that is the base of your will as a Pure Nullifier. Your advanced studies in the basic sets of spells have helped reach it to be its full potential. Despite your physical downfall, however; your magic one is that of legends. The Pure Nullifiers are known for their intense missions to hunt down creatures like the Lich. Tasked with fetching items of legends or recovering items from dragon's cave. They make it their mission to ensure the world is safer from those who use magic for more sinister purposes.
- Path of Guardian
At 3rd level, you gain resistance to Magic
- Stoic by Nature
At 6th level, if a charm were to be casted on you, caster rolls at disadvantage.
- Revoking Touch
At 10th level, on touch with an enchanted item, you may absorb and disenchant the item. If the weapon is attuned to someone you must roll at disadvantage. If you fail then take full damage from the item, if the item is not a weapon such as armor or scrolls take 1d4 instead. On success you may learn this enchantment and cast it once Per Day. To cast the enchantment it must be on your Cantrip list and can be removed during a long rest.
- Nullifying Shield
At 14th level, Magic Shield and Arcana Shield no longer require spell slots to cast and are casted as Cantrips.
Placing your attention to more physically demanding activities, you place yourself in danger. Your capabilities with your physical prowess with the basic understanding granted by the Nullifier academy leaves you to be the bane of spellcasters. The aggressive physical nature and narrow minded actions make you weak when alone, with others you are a formidable ally whose abilities could go unrivaled. Despite the basic understandings from the Nullifier academy, your practical and unusual methods of use has given you a deeper understanding of those basic teachings.
- Arcana Pull
At 3rd level, spells that cross or in the perimeter of Magic Absorb and Arcana Absorb are pulled into you, they no longer use a reaction. Gain advantage with both Magic Absorb and Arcana Absorb.
At 6th level, if you have taken damage from a spell or an enchanted item that is attuned to a creature gain advantage against them. This ability does not stack and can not target multiple creatures at once.
- Arcana Lockdown
At 10th level,if you made physical contact with a creature that contains a spell slot, they must roll your DC; if they fail they lose their highest level unused spell slot and if they succeed they have advantage against you. This ability can only be used by you once per turn.
- Aggressive Defender
At 14th level, using a higher level spell slot for Magic Shield and Arcana Shield will double the range Magic Absorb and Arcana Absorb.
Nullifier Spell List
You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.
Prerequisites. To qualify for multiclassing into the Nullifier class, you must meet these prerequisites: 13 Intelligence and Wisdom
Proficiencies. When you multiclass into the Nullifier class, you gain the following proficiencies: Saving Throws: Constitution and Wisdom; Skills: Choose two: Insight, Medicine, Perception or Survival.