Anti Mage
You were born or gifted with extraordinary powers, but your path is one of destruction and death. You were trained by groups of people who despise wizards, or you are fueled by hatred as consequence of an event in your past relating a spellcaster. You hate magic, yet you wield it as a weapon to ease your anger.
Anti Mage sorcerers dedicate their life to fight against wielders of magic. Thanks to their innate powers, they are choose to take on this dangerous task, trained to stop any caster. Sometimes, they become the target, or are hated by other magical creatures. The Anti Mage lives in a world where everyone can become an enemy. Still, their objective is always clear, exterminate any magic user who poses a threat.
Anti Caster Training
As part of your special training, at 3rd level you gain proficiency with light and medium armor, and two melee weapons of your choice.
You can use any weapon you are proficient with as a spellcasting focus for your Sorcerer spells and you can perform somatic components with them.
Additionally, your Hit Point maximum increases by 3, and increases by 1 whenever you gain another Sorcerer level.
Antimagic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the Sorcerer, Wizard or Warlock spell list.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Hold Person |
| 5th | Counterspell |
| 7th | Locate Creature |
| 9th | Steel Wind Strike |
Arcane Punishment
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot, once per turn, to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
Empowered Attack
At 6th level, you can expend 2 Sorcery Points to attack twice, instead of once, whenever you make a melee attack on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. The cantrip must have a casting time of 1 action.
Nullification
Beginning at 14th level, when you succeed on a saving throw against a spell, you can expend Sorcery Points equal to the spell's level to make it completely fail and have no effect.
Antimagic Mastery
At 18th level, you learn the Antimagic Field spell, it does not count against the number of Sorcerer spells you know and it can be cast for 10 Sorcery Points once per Long Rest. In addition, spells you cast are immune to the effects of your own casting of Antimagic Field.