Sorcerer - Negation Bloodline

> *What you do to create, I can do to destroy. Summon chaos and it will be met with chaos of a different composition. Attempt to impose order and it will be removed. What you do to harm those I care about, I shall turn it aside. Dip your hand into entropy, and I shall sever it at the wrist.*
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-Leona Adler to Elna Carrinstoke. Yikes.

Sorcerers born into this bloodline are far more connected to magic that, well, opposes other magic. Suppression, prevention and dispulsion comes as second nature to them. They are somewhat similar to abjurers who study protective magic but these sorcerers are far more unhinged and can be more chaotic. Sorcerers of the Negation bloodline also value their intelligence. Their magic may be innate, a gift from the universe, but it is best augmented by knowledge.

The multiverse often creates these sorcerers to balance out itself. After all, for balance to be restored there must be those that destroy as well as those that create. Most sorcerers of this bloodline gained this power at birth, and rarely would they achieve it through the actions of any other than the multiverse's natural restorative balance.

### Anti-Magic Magic

Starting at 1st level, you learn additional spells when you reach a certain level in this class, as shown in the Negation Spells table. These count as sorcerer spells for you but don't count against the number of sorcerer spells you know.

### Spell Inspector

At 1st level, your keen eye for magical effects and your personal knowledge of their workings has helped you understand much of the world around you. You gain proficiency in the Arcana and History skills. If you already have either of these proficiencies then you may choose another skill to gain proficiency in. When you make an Arcana or History check, you may use your Charisma modifier, instead of your Intelligence.

### Expert Dissipation

By 6th level, your antimagic prowess has increased. When you cast *counterspell* or *dispel magic*, you gain a bonus to the check you make if the spell is of a higher level, equal to your Charisma modifier (minimum 1).

### Banisher's Reward

Also at 6th level, you are empowered by the disruption of hostile magic. When you successfully counter a spell's casting, or dispel a spell's effect, you gain temporary hit points equal to your sorcerer level + the level of the spell.

### Inner Workings

By 14th level, you can inspect magical effects you know are there, using your magic-detecting capabilities. When you cast *detect magic*, you don't need to concentrate on it; instead it lasts the whole hour. Whilst the spell is active, you can make an Arcana check against an area of magic, or a creature under its effect. The DC equals 10 + the spell's level. On a successful check, you learn detailed information about the spell, such as what spell it is, whether it's been cast at a higher level, and how dangerous it is. In addition to this, on a successful check, you have advantage on checks made to dispel the spell, and have advantage on saves against its effects.

You can inspect a magical effect in this way a number of times between rests equal to your Charisma modifier (minimum 1).

### Improved Antimagic Field

At 18th level, you can exude an aura of antimagic that also punishes those within it. When you cast this spell, its radius increases to 30 feet, centred on you. Whenever a creature inside the sphere attempts to cast a spell, it also takes force damage equal to your sorcerer level, as well as this triggering your Banisher's Reward.