Ask the DM about playing as a Nullifier. Playing this class does have some stipulations. For one, you're character must be from the nation of
Belstrad,
very likely
Human or human-looking, and with the
Soldier background. Nullifiers are secret agents that work for the Belstradian military, pulled from the ranks of their brightest and most loyal soldiers. They are trained for the sole purpose of hunting down anyone using arcane magic (an offense in Belstrad punishable by death in most cases). However, sometimes one must fight fire with fire. Nullifiers are actually taught some magic, but it is limited and utilitarian, mostly non-damaging. It is supplemental to their trained investigative and martial skills. The flavor is a bit of
Hunter or
Inquisitive mixed with
Eldritch Knight, with the Tracker subclass being more analogous to an
Arcane Trickster.
Mage Hunting Secret Agents
Nullifiers are Belstradian soldiers who are trained specifically to hunt spellcasters by a covert sect of the Belstradian military. This sect of the military operates as a clandestine organization that is only a rumor to Belstradian citizens, if that.
The Academy they are trained in is essentially Belstrad's Area 51. These soldiers, whose loyalties have been strongly tested already, are given special permission by the Belstradian government to perform some limited magic. All their spells are licensed by the government and kept in a
military issued spellbook of approved spells for a particular specialization and written in an obscure arcane shorthand (based on their military code) only Belstradian arcane specialists can recognize. Their spells may be limited but these individuals are chosen for their capacity to perform them in addition to physical combat. They are extensively trained to track spellcasters, dispel and resist magic effects, and to see past magical charms and illusions. Generally, a specialized
tracker and
combat specialist are paired up to track and take down spellcasters in Belstrad or root out magical contraband and it's smugglers. Upon completion of their training at
The Academy, as they call it, a nullifier is issued a badge and a spellbook. The badge is actually an arcane tattoo on the back of the hand which holds information on their rank and specialization. The book issued to them is enchanted to keep them from opening it initially and their training actually ends when they are proficient enough in the arcane to bypass the lock and gain access to the spells within.
Nullifiers specialize in one of two areas and are not allowed cross training in both: Tracking or Combat. Both of these specialists are given completely different spells to utilize. Tracker spells help in investigation, tracking, infiltration, and setting traps and they have been allowed the special use of enchantment and illusion spells. They are a subclass focused less on combat and more on utility and support. The Combatant's spells, on the other hand, are largely used to boost the power of weapons, increase defense, increase movement, and slow or hinder their foes. Allowances are made for combat specialists for potentially damaging evocation spells- though not many. They are still primarily a martial class and their training includes how to take down foes with magical discretion or plausible deniability (Belstradian citizens who witness them casting spells would likely mistake them for an illegal spellcaster after all).
The Licensed Book of Spells
Nullifiers are trained in the arcane in a very cautious way. The Belstradian Military wants to avoid the possibility of formerly loyal soldiers going rogue to pursue their own arcane interests. As a result the learning they receive is like taking a short cut in a math problem but without understanding the underlying mechanics. This makes it very difficult for Nullifiers to decode spells written in other arcane traditions and to start their own independent spellbooks based on the training they have been given. The issued books are enchanted with a number of spells that make the addition of new (unlicensed) spells impossible. There is also a mind-befuddling enchantment which makes it very difficult for someone to make a copy of the spellbook. Managing to bypass the enchantment (a DC 30 Intelligence check) and making an unsanctioned and un-enchanted duplicate of this spellbook is considered high treason and could carry a death sentence. Losing one's spellbook and requiring a new one may also result in demotion or punishment by one's superiors. A spellbook is attuned to a specific nullifer (well, technically, their specific badge) and enchanted so that only they can read it, should it fall into someone else's hands. It is still imperative that they maintain control of any magical texts on Belstradian soil that isn't set to be destroyed outright.
Unless you can convince the DM otherwise, all nullifers should have the
Soldier Background with proficiency in
Athletics &
Intimidation as a result.
Spellcasting
The spells you have access to are written in your officially licensed military Spellbook. The Academy has taught you a specific arcane shorthand which you utilize to understand the spells given to you based on your specialization. With continued study of this book you will eventually discern the shorthand for spells at higher levels.
Nullifier Spell Slot Table
Level |
C |
1st |
2nd |
3rd |
4th |
5th |
1st |
2 |
|
|
|
|
|
2nd |
2 |
2 |
|
|
|
|
3rd |
2 |
3 |
1 |
|
|
|
4th |
2 |
3 |
2 |
|
|
|
5th |
2 |
3 |
2 |
1 |
|
|
6th |
3 |
3 |
2 |
2 |
|
|
7th |
3 |
3 |
2 |
2 |
1 |
|
8th |
3 |
4 |
2 |
2 |
2 |
|
9th |
3 |
4 |
2 |
2 |
2 |
1 |
10th |
3 |
4 |
3 |
2 |
2 |
2 |
11th |
4 |
4 |
3 |
2 |
2 |
2 |
12th |
4 |
4 |
3 |
3 |
2 |
2 |
13th |
4 |
4 |
3 |
3 |
2 |
2 |
14th |
4 |
4 |
3 |
3 |
2 |
2 |
15th |
4 |
4 |
3 |
2 |
2 |
2 |
16th |
5 |
4 |
3 |
3 |
3 |
2 |
17th |
5 |
4 |
3 |
3 |
3 |
2 |
18th |
5 |
5 |
3 |
3 |
3 |
2 |
19th |
5 |
5 |
4 |
3 |
3 |
2 |
20th |
6 |
5 |
4 |
3 |
3 |
2 |
Cantrips
You start off knowing two cantrips from your specialization (See
Fledgling Spellcaster for this list). When you reach higher levels (6, 11, 16 and 20) you may return to or contact the Academy for training in additional military sanctioned cantrips.
Preparing and Casting Spells
The Nullifier table shows how many spells slots you have to cast your nullifier spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare a number of spells from your licensed spellbook each day, choosing from the spell list for your chosen Specialization subclass. When you do so, choose a number of nullifer spells equal to your
Intelligence modifier + half your Nullifier level, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd level nullifier you have three 1st-level and one 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell
Sleep, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest through studying your spellbook: at least 1 minute per spell level for each spell chosen.
Spellcasting Ability
Intelligence is your spellcasting ability for your nullifier spells. The power of your spells comes from your intense academic studies at the Academy. You use your Intelligence whenever a nullifier spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a nullifier spell you cast and when making an attack with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus
You can use your enchanted Nullifier badge tattoo on the back of your hand as your spellcasting focus. If for some reason this is unavailable to you, you can use a typical wizards arcane focus instead.
Class Features
Level 1:
Combat Training: You have long been trained in martial prowess due to your years as a soldier in the Belstradian military. Choose one of the following fighting styles.
Defensive: You gain a +1 bonus to AC while wearing armor.
Dueling: When you are wielding a weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack made with a 2 handed melee weapon, you can reroll the die. You must use the new roll. The weapon must be either two handed or versatile to gain this benefit.
Archery: You gain a +2 bonus to attack rolls made with a ranged weapon.
Two Weapon Fighting: When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.
Iron Will: During your time at the academy you were put through a number of grueling tests to learn how to resist magical effects on your mind. You have advantage on saving throws against spells that cause a charmed condition or unwillingly take information directly from your mind, such as
detect thoughts.
Fledgling Spellcaster: You are still working to end the enchantment placed on you spellbook which acts as your final test to become a Nullifier. That said, you do know a few cantrips that don't require the use of your book. If you trained to be a
Tracker / Infiltrator Choose Two of the following cantrips:
Light, Friends, Minor Illusion, Message, Resistance, Prestidigitation. If you trained to be a
Combatant, Choose Two of the following cantrips:
Booming Blade, Lightning Lure, Message, True Strike, Resistance, Light. You will learn additional cantrips at levels 6, 11, and 16 and by level 20 you have mastered all 6 cantrips of your specialization.
When you choose these cantrips, the associated future 2nd level subclass choice is locked in. Trackers are a bit roguish and specialize in finding people, infiltrating groups, and setting up traps and ambushes. Combatants specialize in direct confrontation with spellcasters and chasing them down, using spells to supplement weapon training and hinder magical effects wielded against them.
Level 2:
Spellcasting: You have completed your arcane training and finally become adequate enough to bypass the enchantment on your Licensed Spellbook, gaining access to the spells within. See your subclass for a list of spells you've gained access to.
Subclass Specialization: You gain the advantages of the specific training you received, either as a
Tracker/Infiltrator or
Combat Specialist.
Level 3:
Quick Cast: Starting at 3rd level you can push yourself mentally in the heat of battle. On your turn you can take an additional action to cast a cantrip. You can do this once per short or long rest. At 17th level you can do this twice per short or long rest but only once per turn.
Level 4:
Ability Score Improvement: When you reach 4th level, and again at 6th, 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 the ability score above 20 using this feature.
Level 5:
Extra Attack: Beginning at 5th level, you can attack twice instead of once when you take the attack action on your turn. The number of attacks increases to three at level 11 and four at level 20. These attacks cannot be spells.
Level 9:
Athletic Prowess: Your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, you can add half your proficiency bonus (rounded up) to any Strength checks in order to grapple an opponent or knock/choke them unconscious.
Level 11:
Arcane Sap: You've studied dutifully in the arcane and you understand the wellspring from which this power comes. When you make a melee weapon attack against a spellcaster you can also sap them of one of their highest remaining spell slots. You regain a spell slot of the same level or lower if it is a spell above which you have the spell slots to use or if that particular spell slot has not yet been expended. You can do this once per long rest. If you took the
Archer fighting style, you can also use Arcane Sap with a ranged weapon attack.
Level 14:
Mage's Bane: Starting at 14th level, when you are targeted by a spell or magical effect you are aware of, you may expend a reaction to nullify the effect on yourself (spells that hit a large area can still harm other individuals). You may use this effect a number of times equal to half your Intelligence modifier, regaining use upon finishing a long rest. Additionally, when you are attacking a spellcaster utilizing Mage Armor or something similar and you are aware of it, you can choose to make an intelligence check at the same time, adding your proficiency bonus. If the check beats their spell save DC, you can attack that spellcaster for this turn as if the spell wasn't in effect at all and you can avoid any potential damage caused by the armor (such as Armor of Agathys). Once you'd done this successfully you have advantage on subsequent attempts. At Level 19 once you've done this once you do not have to keep making additional attempts each time you attack.
Subclasses
Tracker / Infiltrator
As a tracker and infiltration specialist, you have been trained to investigate leads on the whereabouts of illegal spellcasters and follow the trail they leave. Most often you are paired with a combat specialist and have been trained to aim them at the target and offer support while they do the heavy lifting. That said- most combatants don't have your special set of skills and there are some places only you can go. You have the ability to stealth or trick your way into secret organizations, cults, or safehouses of the Sorcerer's Highway. You can disguise yourself and make your way through any kind of locked door or barrier. You do just fine on your own, setting up traps and watching your prey fall right into them or laying in wait for an ambush. You have a more streamlined control over your arcane capabilities than the combatant. That said, you were a soldier too. You have no problem jumping into the fray as well if need be.
Bonus Proficiency: Starting at 2nd level, your training and additional real-world experience has given you proficiency in
Stealth.
Magic Detector: Starting at 2nd Level you can cast
Detect Magic as an action a number of times equal to 1 + your Intelligence modifier per long rest. This does not use a spell slot nor require any material components.
Investigator's Eye: At 3rd level you gain advantage on investigation or arcana checks to find traps or secret doors and compartments. You also have advantage on checks to decode secret messages or illusory scripts.
Magic Dispeller: Starting at 7th level, you can cast either
Detect Magic OR Dispel Magic as an action a number of times equal to 1 + your Intelligence modifier per long rest. This does not use a spell slot nor require any material components.
Powerful Caster: Starting at 10th level, your Spell Save DC increases by 1, making your spells harder to resist. You have also become so proficient in your magic and subterfuge that you no longer are required to make a sleight of hand or stealth check when attempting to secretly cast a spell while in the presence of others.
Infiltration Expertise: Starting at 15th level, you have double proficiency in Stealth and either double proficiency or a new proficiency in either Investigation, Arcana, or Deception.
Trapping & Ambushing Extraordinaire: Starting at 18th level, when attacking from a hidden location on a surprise round, you have advantage on the attack and you roll double the damage dice upon hit. If the attack is a spell that requires a save, the ambushed target has disadvantage to save against it. Additionally, when setting a trap, you have advantage on any intelligence or dexterity related checks required to hide and/or place the trap successfully. If successful in placing it, any creatures walking towards such a trap will have disadvantage in spotting it.
Equivalent Exchange: Starting at 20th level, you have mastered managing your arcane capacities. You can use an action to expend multiple lower level spell slots in order to recover an expended higher level spell slot. For example, by expending a 2nd level and a 3rd level spell slot, you can recover a used up 5th level spell slot if you are in dire need of a specific 5th level spell. Likewise, you can expend a higher level spell slot to recover an equal amount of lower level spell slots. You can do this once per short or long rest.
List of Tracker/ Infiltrator Specialization Spells
1st:
Alarm, Charm Person, Comprehend Language, Disguise Self, Hunter’s Mark, Grease, Identify, Mage Armor, Silent Image, Sleep, Snare
2nd:
Aid, Arcanist’s Magic Aura, Darkness, Detect Thoughts, Enhance Ability, Invisibility, Knock, Locate Object, See Invisibility, Silence, Spider Climb
3rd:
Clairvoyance, Counterspell, Dispel Magic, Gaseous Form, Glyph of Warding, Hypnotic Pattern, Intellect Fortress, Magic Circle, Nondetection, Sending, Tongues
4th:
Arcane Eye, Freedom of Movement, Greater Invisibility, Locate Creature, Polymorph, Resilient Sphere
5th:
Arcane Hand, Dominate Person, Scrying, Seeming, Telepathic Bond
Combatant
Combat specialists have been trained to do one thing and one thing very well- chase down, catch, and/or kill other spellcasters. You know all their tricks and you have been trained to resist and bypass them all. You are the master of your weapon and you can use your own magic to bolster it, protect yourself, and chase your prey from one end of the country to the other if need be, once you've gotten their scent. You may not have the tracking, sneaking, or deception skills of the Tracker subclass, but you are far better in the actual fight and capture of the spellcaster and you are better equipped to resist their magic. You had to suffer through intense mental training and have become resilient against the various enchantments a spellcaster might throw at you to trick or mislead you. You are any spellcaster's worst nightmare, or at the very least their night terror paralysis demon.
Unconventional Caster: Starting at 2nd level you have been trained to perform the somatic components of spells even when you have a weapon or shield in both hands.
Mage Hunter: Starting at 2nd Level you can cast
Hunter’s Mark as a bonus action a number of times equal to 1 + your Intelligence modifier per long rest. This does not use a spell slot nor require any material components.
Trained Eye: Starting at 3rd level you have advantage on perception or investigation checks to see through illusions or locate invisible creatures. Once successfully located, any attacks made on an invisible creature no longer have disadvantage unless the target leaves line of sight.
Retribution: Starting at 7th level, when a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against the creature.
Mage Killer: Starting at 10th level your physical attacks can cut through the
Shield spell. If the creature is concentrating on a spell when you cut through these defenses, they have disadvantage on maintaining their concentration.
Opportune Caster: Starting at 15th level, when a target provokes an opportunity attack from you, you can use your reaction to cast a spell with a casting time of 1 action and targeting only that creature, instead of attacking with a melee attack.
Mage Hunter's Eye: Starting at 18th level you can see invisible creatures and you have become completely immune to condition effects caused by illusion spells unless the invisibility/illusion spell was cast at a 5th level or higher. You also immediately recognize magical illusions or disguises without need of any checks if they were cast under the 3rd level.
Mind of Mithril: Starting at 20th level, you have advantage against any spells that require a wisdom, intelligence, or charisma saving throw.
List of Combat Specialization Spells
1st:
Absorb Elements, Color Spray, Detect Magic, Identify, Expeditious Retreat, Jump, Faerie Fire, Longstrider, Mage Armor, Sleep, Shield
2nd:
Blind/Deafen, Blur, Earthbind, Hold Person, Magic Weapon, Mirror Image, Misty Step, See Invisibility, Silence, Warding Wind, Web
3rd:
Blink, Counterspell, Dispel Magic, Elemental Weapon, Fly, Haste, Intellect Fortress, Protection from Energy, Sending, Slow, Water Walk
4th:
Confusion, Dimension Door, Fire Shield, Freedom of Movement, Stoneskin, Wall of Fire
5th:
Control Winds, Dominate Person, Wall of Force, Telekinesis, Mislead
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