Arcane Tradition

School of Contramancy

You study magic not just to increase your own capabilities, but to weaken the abilities of those around you as well. In the school of contramancy, it is generally believed that the easiest way to become the most powerful caster is to rid the others of thier magic. Through your studies, you will learn to cancel the effects of others' spells, as well as to prevent them from attacking you.

Singled Out

When you choose this arcane tradition at 2nd level, you gain the ability to protect yourself from another's use of magic. As an action, choose any one creature that you can see. The creature must make an Intelligence saving throw against your spell save DC. If they fail, the creature can not target you with any magic until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, an regain all expended uses after completing a long rest.

Return to Sender

Also at 2nd level, when you are hit by a ranged attack, you may use your reaction to try to redirect the attack. Make a ranged spell attack against your attacker. On a hit, the attacker takes half of the damage you would have taken. If you miss, you take the full damage. You may use this feature a number of times equal to your Intelligence modifier, and regain expended uses after completing a long rest.

Spellslayer

At 6th level, you have counterspell and dispel magic committed to memory, and they do not count against the number of spells you know or have prepared. Also, when you cast one of these spells, you may add your proficiency bonus to the skill check.

Disruptive Presence

Starting at 10th level, your very presence emits an energy strong enough to counter your enemies' attacks. If a creature within a 10 foot radius of you targets you with a magic attack, they must make an Intelligence saving throw against your spell save DC. If they fail, they must subtract 1d4 from the attack roll.

Enhanced Antimagic

Beginning at 14th level, you learn the antimagic field spell. You may cast this spell using a 7th level spell slot rather than an 8th level. At level 20, you may only use one of your 7th level spell slots to cast this spell.

Additionally, if you cast this spell using an 8th level spell slot, you may choose one of the following benefits:

The spell's duration is doubled

The field's radius is doubled

You may center the field on a fixed point or on another willing creature that you can see within 60 feet of you

If you cast the spell using a 9th level spell slot, you may choose 2 benefits from the list.