Raw Magic (5e Subclass)
From D&D Wiki
You have large reserves of pure magical energy, whose origin may be unknown to you, or may be the result of exposure to magic energy.
Starting at 1st level, you learn the Magic Missile Spell. Yuo can cast it at will but when you do, you must following this rules:
•You create a number of dart equal at your proficiency bonus.
•A dart deals 1d4 + Charisma modifier force damage to its target.
•you can't use on it Metamagic option.
•you can cast it without any somatic and verbal components.
Starting at 1st level, If you are in a antimagic field or you are targeted by dispel magic, must succeed on a Constitution saving throw against the caster's spell save DC (If no spell save DC is know then the DC is 15)or fall unconscious for 1 minute.
One With Magic
Starting at 6th level, your 's sorcery points are permanently renounce by 4, and you gain the following benefits:
•You stop aging and you are immune to any effect that would age you, and you can't die from old age.
•You no longer require air, food, drink, or sleep.
•To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
•You have advance on Constitution saving throw generated from antimagic field and/or dispel magic.
Aura Of Power
At 14th level you gain the following benefits:
•Your Charisma scores increase by 4. Your maximum for that scores is now 24.
•You have disadvantage on Dexterity (Stealth) checks.
•You have Blindsight 120 feet.
At level 18. when casting a spell that requires a attack roll against a target that has "Special traits" such as "Reflective Carapace" or "Limited Magic Immunity" you can spend 3 sorcery points to ignore them.