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Sorcerer

Tranquility

These Sorcerers were touched by the Plane of Elysium. Though Tranquil may not be a perfect word to capture their complex attributes as Tranquility Sorcerers have the souls of heroes and seek to earn their peace through acts of devotion and heroism. They want the ecstasy of a life well lived knowing that they did all they could and can truly rest.

Level Prepared Spells
3Aid, Blade Ward, Sanctuary, Shield of Faith, Warding Bond
5Dispel Magic, Glyph of Warding
7Aura of Life, Death Ward
9Dispel Evil and Good, Greater Restoration

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.

Undisturbed Rest

When you take a long rest, you can expend 3 Sorcerer Points and create a harmless demiplane for the duration of the rest for you and up to 5 other creatures. The demiplane is composed of gentle sleep magic that allows the long rest to pass by one hour for those lucky enough to rest there.

You can use this feature once every 24 hours.

Lv 6

Tranquil Soul

You can extend feelings of peace to those you are near. You are Immune to the Frightened condition and can use an action to end the Frightened condition on another creature.

Bolstering Aid

You can lend gentle aid to those around you. As an action you can expend Sorcery Points (Maximum of your CHA modifier (Minimum 1) and distribute a number of temporary hit points to willing creatures divided how you choose equal to the number of Sorcery Points expended times five.

Lv 14

Bolster Light and Health

The Plane of Elysium extends from you. You can use a reaction when a healing spell is cast or when Radiant damage would be dealt. You add your Sorcerer level to the hit points regained or Radiant damage dealt.

Lv 18

Rest of Ecstasy

The rest of Elysium is addictive and profound, most would never leave it if they could. Once per long rest you can cast an 8th level Sleep spell and you apply the Sleep condition to any targets in range when you cast the spell this way. Creatures usually Immune to sleep are affected by this feature. An Unconscious creature put to sleep by this effect must make a WIS saving throw DC equal to your spell save DC to wake up even if they would otherwise be awoken, on a failure the creature remains Unconscious.