Neutral
Touched by the Forces of the Outlands, these Sorcerers are the definition of impartial. They seek to coexist with all and do not understand the meaning of prejudice. The hand that bites you today can be the one that feeds you tomorrow. One cannot be petty under any circumstance as it will only lead to doom. They seek to travel and represent all of the wonderful sides of life that they have experienced.
| Level | Prepared Spells |
|---|---|
| 3 | Calm Emotions, Comprehend Languages, Message, Misty Step, Protection from Evil and Good |
| 5 | Create Food and Water, Dispel Magic |
| 7 | Dimension Door, Locate Creature |
| 9 | Contact Other Plane, Dispel Evil and Good |
Subclass Features
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.
Seek Understanding
Your pursuit of representation allows you to know the spell Detect Thoughts in pursuit of this understanding. You have this spell prepared always and it does not count towards the number of spells you can know. You can cast this spell without expending a spell slot once per long or short rest.
Conflict Resolver
You have proficiency with Insight or Persuasion.
You can cast the spell Calm Emotions times per long rest equal to your CHA modifier (Minimum 1).
Conflict Free
You are adept at avoiding and fleeing conflict to maintain your neutrality. As long as you have not dealt damage or made the attack action during the last roll of Initiative, you can take the Disengage or Dodge action as a free action. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Honorary Citizen of Sigil
You have the essence of the City of a Thousand Doors within you. You can teleport 60 ft to an unoccupied space you can see as a bonus action. You leave an ethereal door 5 ft behind you that you can enter as a reaction to return to your origin location. The ethereal door vanishes at the end of your next turn.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Minimize and Mediate Conflict
Sometimes two parties are irreconcilable. Once per long rest you can use an action to teleport two willing creatures to a harmless demiplane where the two can fight and work out their differences. Damage in the demiplane is nonlethal damage. The parties return to their original locations or the nearest unoccupied space after one of the creatures drops to zero hit points or both consent to return to their original spaces. The conflict is considered to be resolved if the two creatures fail to deal damage to each other for 10 minutes and the effect ends. Each creature must have dealt each other damage within the previous two turns to be eligible to enter this plane. This feature cannot affect two creatures that are not hostile to each other.