Entropic Bloodline

Your power is, by its own nature, a contradition. Your inate magic flows from the power that consumes and destroys all. You might have been born within an anti-magic field, and carry a spark of that power with you, or perhaps you were exposed to the Far Realms and have been forever changed by that experience. Regardless of its cause, your bloodline drives you to study, understand and quite often to end magic. Some turn this to a force of good, able to use it to protect others from harmful magic, while others use it to hunt and kill other magical users with alarming potency.

Anti-Magic Specialist

When you select this origin at 1st level you are natrually inclined towards abjuration and spell counteraction. When you reach certain levels in this class you gain additional spells from your bloodline. These count as Sorcerer spells for you, but do not count against your spells known.

Entropic Spells
Sorcerer Level Spell Known
1st Absorb Elements, Detect Magic, Identify, Shield
3rd Nystul's Magic Aura
5th Counterspell, Dispel Magic, Magic Circle, Nondetection, Protection from Energy, Remove Curse
7th Mordenkainen's Private Sanctum
9th Circle of Power, Forbiddance
11th Globe of Invulnerability, True Seeing
15th Mind Blank, Antimagic Field

Arcane Sense

Also starting at 1st level the presence of magic registers sharply on your senses, becoming immediatly obvious to you. As a bonus action, you can open your awareness to detect magic and its users. Until the end of your next turn, you gain the benefits of Detect Magic without requiring concentration.

Within the same radius, you also detect the presence of any creature with the Spellcasting, Innate Spellcasting or Pact Magic class features. If you detect such a creature you also learn its class or classes if applicable.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

You also gain proficiency with the Arcana skill if you do not already have proficiency.

Potent Abjurist

At 6th level you gain the ability to counteract spells with alarming ease. You can cast Counterspell by expending 3 sorcery points. You may cast it at a higher level by expending a number of sorcery points equal to the level you wish to cast it at. You may only expend a number of sorcery points equal to the highest level of spell you can cast.

Additionally when you successfully cast Dispel Magic or Counterspell you gain a number of sorcery points equal to half the level of the spell you contested (rounded down, minumum 1).


Spell Reflector

At 14th level you learn to twist your opponents spells against them. When you succeed on a saving throw against a spell targeting only you, you may use your reaction and expend a number of sorcery points equal to the level of the spell (1 if it is a cantrip) to attempt to reflect the spell back at the caster. You may only do this once the effects of the spell have been finalised and you have taken any damage from the spell. The original caster must make a saving throw against their own spell save DC or be affected by the spell.

You are considered to be concentrating on the spell.

Reflexive Spell Sunder

At 18th level your ability to counteract magic is overwhelming. When you cast counterspell this does not consume your reaction. Additionally you only need to spend a number of Sorcery points equal to the level you wish to cast the spell at - 1 to cast the spell.


PART 2 | ARCHETYPES