The Null
Level Proficiency Bonus Features
1st +2 Unnerving Presence, Cut from the Weave, Arcane Capacity
2nd +2 Lore of the Weave, Void Healing
3rd +2 Null Ordo
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Arcane Ghost
7th +3 Null Ordo feature
8th +3 Ability Score Improvement
9th +4 _
10th +4 Lodestone, Static Discharge
11th +4 Null Ordo feature
12th +4 Ability Score Improvement
13th +5 _
14th +5 Arcane Sense
15th +5 Null Ordo feature
16th +5 Ability Score Improvement
17th +6 _
18th +6 Lodestone Improvement
19th +6 Ability Score Improvement
20th +6 Null Zone

Creating a Null

As you create your null character consider the character's relationship with magic, were you taken by agents of the Arcanus Secta, or did you turn yourself in? Think about who you were before you were cut off from the Weave, and who are you now, are you a loyal servant to the Arcanus? Or have you broken free and are trying to regain your lost soul?

Quick Build

You can make a null quickly by following the these suggestions. First, choose a class that grants at least one 1st level spell slot at 1st level to be your origin, whatever that class used as its spellcasting ability, make that your highest ability score, followed by Constitution. Second, choose the Arcanus Null Background.

Class Features

As a null, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per null level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer per null level after 1st

Proficiencies


  • Armour: Light armour, medium armour, shields
  • Weapons: Simpleweapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 3 from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armour
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) explorer's pack

Unnerving Presence

Being disconnected from your soul is unnatural and you give off an unnerving prescence, you have advantage on Charisma (Intimidation) rolls on creatures within 10 ft. of you.

Cut from the Weave

You were once an individual that could tap into the magical weave that surrounds all things and cast spells, that was until you caught the eye of the Arcanus Secta and were cut off from the weave.

Choose a class that grants at least one 1st level spell slot at 1st level to be your original class, where ever a Null class ability states you use a spellcasting ability you use the spellcasting ability modifier of your original class.

Disconnected from the weave, your soul has separated from your body, if you die your soul is lost and can not be reconnected except via Divine Intervention or a Wish spell. As such you can not be the target of any spell that targets your soul, such as Magic Jar or Soul Cage.

Being cut off from the weave gives you a resistance to spells and spell like abilities, you have Advantage on saves vs spells and other magical effects, if a spell targets you that does not do damage or requires a save, roll a d6, on 1-3 the spell has no effect, on 4-6 it acts as normal.

If your soul is returned to you in any way, you lose all levels and abilities gained by this class, and your memories and abilities of your former class are returned, you gain levels in your original class equal to the level you were in this class.

Arcane Capacity

At 1st level, when you are the target of a spell that would do damage or healing, add your proficiency bonus plus you level in this class, and subtract the number from the damage or healing, you receive any remaining damage or healing, otherwise the spell is nulified and the spell slot used.

Lore of the Weave

From 2nd level you have studied the ways of those you keep in order long enough to gain knowledge of their practices, you have proficiency in the Arcana and Religion skills.

Void Healing

From 2nd level your presence in the weave is akin to a black hole, you are able to drain a small amount of power from the weave making you stronger and replenishing your stamina.

You are able to draw on a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your null level x 5 . As an action, you can draw power from the pool to restore a number of hit points, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure one disease or neutralize one poison affecting you. You can cure multiple diseases and neutralize multiple poisons with a single use of Void Healing, expending hit points separately for each one.

Null Ordo

At 3rd level, you are conscripted into one of the two Ordos of Nulls to advance the training of your choice: the Ordo of Keepers or the Ordo of Inquisitors, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th and 17th level.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Ghost

By 6th level your presence has been so far removed from the Weave that you can no longer be located by scrying or other magical means.

Lodestone

At 10th level your body has become a magnet to arcane energies, drawing them and disapating them. When a creature within 10ft. of you is the target of a ranged spell attack, or a spell that affects only them, you can use your reaction to bend the weave drawing its energy to you, making you the target of the spell instead.

At 18th level you can use this ability out to a range of 30ft. from you.

Static Discharge

From 10th level, whenever you use your Arcane Capacity to reduce the damage of a spell, if your Arcane Capacity exceeds the amount of damage you would take, you can use your reaction to reflect that damage back at the caster. You can use this ability a number of times equal to your spellcasting ability modifier (a minimum of once) before needing to take a long rest.

Arcane Sense

By 14th level your senses have grown accute to those that can manipulate the Weave, you can sense creatures within 60 ft. that can cast spells or have spell like abilities, as long as they are not behind 1 ft. or more of metal or stone, you know where these creatures are if they are hidden or invisible, but you still can not see them and still have disadvantage on attacks against them. You can also study a creature for 1 min and gain 2 pieces in of knowledge about its abilities, you can learn: what it's highest spell slot is, if it has any used spell slots (but not what level or how many), if it has any active enchantments on itself, if it is concentrating on a spell, or what type of spell caster they are. You must be able to see the creature to use this ability to gain information about it.

Null Zone

At 20th level you have become such a void within the Weave that you are able to project that void outwardly cutting off magic around you. You can cast Antimagic Field around you without the need for any material components. You can use this ability once before requiring a long rest.

Ordos of the Nulls

The Null Ordos of the Arcanus Secta are the two paths that a Null can go down. The Ordo of the Keepers are tasked with directing and maintaining the discipline of the Arcanus' thralls and magisters, bonding to them similar to the way Liches bind their souls to their phylacteries. The Ordo of the Inquisitors are the hunters of the Arcanus, seeking out rogue casters and bringing them under the control of the Arcanus Secta.

Ordo of the Keeper

When a null of the Arcanus rises in power, most are conscripted into the Ordos of the Keeper. The Arcanus Secta keeps tight control on the use of magic in their domain and as such when a magic user is taken in by the Arcanus and rigorously tested and conditioned, some pass and go onto become magisters, others fail or resist the tests and are made near mindless thralls, either way they are bound to a Null of the Ordo of the Keeper, the soul binding that the null and the magic initiate undergoes is not unlike that of Liches, the soul of the magic initiate is bound to its keeper, if it was to die, the keeper is able conduct a ritual to draw on the soul and reconstruct a body for it.

Thrall

At 3rd level, you are bonded to a Thrall of the Arcanus Secta to act as its Keeper. During a long rest with work and the expenditure of 50gp worth of rare powders and enchanted candles, you summon a thrall from one of the asylums of the Arcanus Secta to serve as your faithful Thrall. At the end of the long rest, your thrall appears and gains all the benefits of your Soul Bond ability.


You can have only one Thrall at a time. If your Thrall is ever slain, the magical bond you share allows you to return it to life again. During a long rest and and the expenditure of 10gp worth of rare powders and enchanted candles, you call forth your Thrall’s spirit and draw on the weave to create a new body for it. You can return a Thrall to life in this manner even if you do not possess any part of its body. If you use this ability to return a former Thrall to life while you have a current Thrall, your current Thrall leaves you and is replaced by the restored Thrall.


When you summon a thrall you choose the spellcasting nature of it which determines its spellcasting ability and spell list. When you choose, increase the thrall's spell casting ability by 4, choosing from: Bard (Int), Cleric (Wis), Druid (Wis), Sorcerer (Cha), Warlock (Cha) or Wizard (Int).

The amount of spells known and spell slots available to the thrall is dependant on your level in this class and is shown in the table below.


Soul Bond

At 3rd level when you summon a Thrall from the Arcanus Secta, you Soul Bond to it, binding it to you similar to how a lich binds its soul to its phlactery, with your body as the recepticle for the Thrall's soul. Doing so grants your Thrall abilities and game statistics determined in part by your level.


Add your proficiency bonus to the thall's AC, attack rolls, and damage rolls, as well as to all saving throws. Your Thrall gains proficiency in two skills of your choice. For each level you gain after 3rd, your Thrall gains an additional hit die and increases its hitpoints accordingly. Whenever you gain the Ability Score Improvement class feature, your Thrall’s abilities also improve. Your Thrall can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your Thrall can’t increase an ability score above 20 using this feature.


In combat, the thrall shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use your action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.


Thrall

Medium humanoid, unaligned


  • Armor Class 12
  • Hit Points 26(3d10+2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saves all
  • Skills two of your choice
  • Senses passive Perception —
  • Languages Common, one other you know
  • Challenge 0

Spellcasting. The thrall is a 3rd-level spellcaster. Its spellcasting ability is your choice (spell save DC 8 + PB + mod, PB + mod to hit with spell attacks). The thrall has the following your choice spells prepared:

  • 1st level (3 slots): your choice

Actions

Dagger. Melee Weapon Attack: PB+Dex mod to hit, reach 5ft., one target. Hit 5 (1d6 + Dex mod)

Twin Strike

From 7th level, when you use your action to direct yout thrall, you can use abonus action to make one weapon attack.

Healing Bond

At 11th level your bond with your thrall is so strong that when you use your Void Healing ability, your thrall heals for the same amount that you do.

Weave Disruption

By 15th level your thrall and you are so adept at working together that you disrupt creatures defenses against your thrall's spells. Any creatures of your choice within range of your unnerving presence has disadvantage on saves against your thrall's spells.

Thrall
Level Spells Known 1st 2nd 3rd 4th 5th
3rd 3 3
4th 3 3
5th 4 4 2
6th 4 4 2
7th 5 4 3
8th 5 4 3
9th 6 4 3 2
10th 6 4 3 2
11th 7 4 3 3
12th 7 4 3 3
13th 8 4 3 3 1
14th 8 4 3 3 1
15th 9 4 3 3 2
16th 9 4 3 3 2
17th 10 4 3 3 3 1
18th 10 4 3 3 3 1
19th 11 4 3 3 3 2
20th 11 4 3 3 3 2

Ordo of the Inquisitors

The Inquisitors of the Arcanus are a select group know to ruthlessly hunt down and subdue or eliminate rogue casters. Equiped with unique abilities that can disrupt and lash out at magic users, or completely shut down their spells.

Aura of Wrongness

Beginning at 3rd level, your unnerving prescence has grown to a disruptive aura of wrongness, Creatures within 15 ft. of you have disadvantage on concentration checks to maintain spells they have cast.


Also you know how to strike out, briefly cutting creatures off from the Weave. Once per turn against one creature within range of your Aura of Wrongness, if you would have advantage on an attack roll against it, as a bonus action you can make a ranged spell attack, if you hit you deal psychic damage equal to your Arcane Capacity. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


At 11th level your Aura of Wrongness expands to 30 ft. and you add your spellcasting modifier to the damage.

Unravel the Weave

By 7th level you are able to shutdown casters spells before they can even complete them. You cand cast Counterspell at 3rd level. You can do this a number of times equal to your spellcasting modifier before requiring a long rest. You can use additional uses to increase the level at which it is cast, increasing it by one level per additional use.

Magebane

At 15th level you have become a spellcasters worst nightmare, you can scramble their brains and cut them off from the weave. You are able to cast Feeblemind without the need for material components. You can do this once before taking a long rest.