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Sorcerer

Imprisoned

A Sorcerer touched by the Plane of Carceri. They seek control and to cover up secrets. They know that the only constant in existence is betrayal. They live in their own mental prisons of uncertainty and madness. They tend to have a religious and vigorous belief that locks and doors are immutable and impregnable.

Level Prepared Spells
3Alarm, Arcane Lock, Blade Ward, Snare, Zone of Truth
5Enemies Abound, Glyph of Warding
7Arcane Eye, Leomond’s Secret Chest
9Dominate Person, Wall of Force

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Soul of Suspicion

Your life of paranoia has granted you advanced skills with perception. You gain Expertise with Insight, Investigation, or Perception. You gain proficiency in Thief’s Tools and can add your Proficiency Bonus to the DC to any locks you lock.

Lv 6

Aura of Betrayal

You create an aura of treachery. Creatures within 30 ft of you that are within 5 ft of an ally have disadvantage on attack rolls as they are wary of their allies. This supersedes any benefits from Pack Tactics or similar effects.

Solitary

Whenever a creature attempts to communicate telepathically or through a similar spell or ability you can for them to make CON saving throw, DC equal to your spell save DC and on a failure the communication fails and for one minute that spell or ability is suppressed. They can repeat the saving throw on the end of each of their turns to end the effect.

Lv 14

Confinement

If a creature uses an ability to teleport whether it is a spell or ability, you can use your reaction to force them to make a CON saving throw, DC equal to your spell save DC and on a failure the Teleport fails and on a success they take Psychic damage equal to your Sorcerer level.

Lv 18

Incarcerate

As a bonus action you channel the influence of Carceri and bind a creature causing ephemeral chains to cover them. On a failed CON saving throw, DC equal to your spell save DC the creature’s movement speed becomes 0 ft and they have the Incapacitated condition until the end of their next turn. On a successful save the creature takes Psychic damage equal to your Sorcerer level and cannot take reactions or bonus actions their next turn.

You can use this feature once per long rest or you can regain the use of this feature by expending 5 Sorcerer Points (No actions required).