Sorcerous Origin
Anti-magic
Your innate magic comes from an unknown type of weave, the same weave around you, yet different. You might have been born with this power, because of the many magic users in the world a rebalancing energy came to existence and you are the fortunate one to carry its power. Perhaps you were experimented on with unexplored types of magic. Or maybe you were exposed to some exotic matter as a child. In any case you have a power almost no one else has or even knows about, and your potential is waiting to be unleashed.
Anti-attunement
Starting when you choose this origin at 1st level, after attuning to a magic item it becomes imbued with anti-magic. The items colors and magical effects become what is considered their opposites. If you attune to a white sword that can produce light, now this sword is black and produces darkness.
Also you can spend a sorcery point to use this item to protect yourself from a spell and, if you do so, your save roll has advantage. Whether you swing a sword to clear a path in a magical fog or hold a magical ring near your ear to not be fooled by a spell, the item pushes magic away from itself and using that can make a big difference in a battle. And last but not least useful is the ability to stop the enemy from casting a spell. If you roll a 20 when hitting a spellcasting opponent, he or she can't cast spells the next turn.
These features apply to all the items your attuned to and the advantages and disadvantages don't apply if the opposing spellcaster is also an anti-mage.
Seeking spells
Starting at 1st level, you can use sorcery points to make your spells seek the target for the next 3 turns times the sorcery points. While you're still 1st level and don't have sorcery points, you can use your 1st level spell slots to make seeking spells and the spells seek for the next 3 turns times the spell slots used. When your spells seek they have advantage on attack rolls against spellcasting opponents. Their magical energy attracts your anti-magic thus making escaping from the spell nearly impossible.
If the opponent is also an anti-mage this doesn't apply.
Eye for an eye
Starting at 6th level, you have the ability to take away e persons spell slot. As an action on your turn you can choose a target who will lose a number of spell slots for a given spell level, which you determine, but you also lose that number of spell slots for that same level.
You can't take away more spell slots than you have and the spell slots are returned to their normal number after a long rest for both you and the opponent.
Silent zone
Starting at 14th level, you can make an anti-magic zone for a few turns. This requires spending sorcery points and the number of turns the zone is active is equal to the amount of sorcery points you used. When you activate the zone only you and possibly other anti-mages can cast spells.
Every magical item that is not attuned to an anti-mage loses its magical properties during the zone and acquires them back when it ends.
Judge, jury and executioner
Starting at 18th level, as an action you can take away magic for good. You can lift off curses and spells from people, after which you'll need to recharge for a day. Also you can lift off all kinds of enchantments off of magical items, making them mundane. After that you'll need a week to recharge You can take away e persons magic. That person won't ever be able to use magic again nor will he be able to attune himself to a magical item. After that you'll need a month of recharge. If it's magic you can take it away.
Recharge means you won't be able to use this ability for the time specified for each usage.
This is a great power but you can't take away an anti-mage's anti-magic and an anti-magic spell can't be lifted.