Base Class: Sorcerer
One of your ancestors has seen the gates of Carceri, perhaps even been there, or maybe you were there. But the realm of Carceri has influenced your bloodline in someway, granting you strange nebulous powers. The gifts of Carceri are precise and versatile, whilst still granting astounding power, but require a disciplined user to be made effective.
Cryptic Tokens
In addition to Sorcery Points, you have Cryptic Tokens you can spend, these are used to use spells you normally couldn't use or to activate certain effects. Tokens are recovered every long rest, and are affected by Sorcerous Restoration, recovering all tokens.
Spells Casting: Casting Cantrips costs 1 token, 1st level spells cost 2 token, 2nd level spells cost 3 tokens, 3rd level spells cost 4 tokens, 4th level spells cost 5 tokens and 5th level spells cost 6 tokens. The spells are useable at the same level you gain a spell slot of that level, spells cast with this method can be affected by metamagic.
Cryptic Effects: You gain the ability to call upon certain effects, both defensive and offensive. Each effect is unlocked at a certain level and can be used on your turn using a bonus action unless specified otherwise.
- Damage Resistance: For one hour, you gain resistance to once of the following types of damage: Acid, Cold, Fire, Lightning, Necrotic and Poison. The tokens spent to use this is equal to your proficiency bonus.
- Extra Language: For a whole day, you can read, write and speak one language of your choice. 2 tokens are spent to use this.
- Extra Bonus Action: You gain an extra bonus action which you can use before the end of your next turn. 1 token is spent to use this, and does not require the use of a bonus action.
- Cunning Action: Until the end of your next turn, you can use a bonus action to dash, disengage or hide, this can be used until the duration is over. 1 token is spent to use this, and does not require the use of a bonus action.
- Sorcerous Ward: As a reaction, you can block the attack of another creature within 60 ft of you, giving the victim a +2 to their AC until the attack is declared successful or not. 1 token is spent to use this, or you can use 1 more token to increase their AC by 3 instead of 2, this uses a reaction.
- Carceri's Chains: You cast Carceri's Chains at 4th level. 4 tokens are spent to use this, and 1 action is used.
You have 3 Cryptic Tokens at 1st level, which increases to 4 at 3rd level, 6 at 6th level, 8 at 9th level, 11 at 13th level and 15 at 16th level.
Carceri's Flames
Starting at first level, you can choose to change the damage type of a spell to fire, or add 1d4 fire damage if it already uses fire damage. The fire damage increases to 2d4 at 6th level, 3d4 at 11th level and 4d4 at 16th level. Once used, you cannot use this feature again until you've completed a short or long rest.
The Prison's Walls
Starting at 6th level, you can use your reaction to guard yourself or another creature within 30 ft of you from an attack, halving incoming damage from that attack, and setting off a burst of fire, making all hostile creatures within 10 ft of the explosion make a Dexterity Saving Throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. The fire damage increases to 3d6 at 11th level and 4d6 at 16th level. Once used, this feature cannot be used again until you complete a short or long rest.
Containment Plane
You melt into the floor as a pool of black void, becoming bound to the ground, the base walking speed of your pool form is equal to yours, and you cannot fly or swim. Each turn, as an action you can attempt to pull a creature into the pool, with a range of 5 ft, the creature must make a Strength Saving Throw against you spell save DC, being pulled in on a failed save. A creature other than you that enters or leaves the pool takes 5d6 fire damage and the pool flares up for a second, the interior is a 20 ft by 20 ft by 15 ft stone room, with the floor, walls and ceiling covered in black goop, with a hole equal in size to the pool in the ceiling. Every turn a creature other than you spends within the containment plane it must make a Constitution Saving Throw against you spell save DC, taking 1d8 necrotic damage on a failed save, which you heal. Within the room you appear as a shadow, and all creatures other than you view the room as being in dim light. As an action, you can dismiss this effect, and the room disappears, sending all of it's contents flying 20 ft in the air above the pool, any creatures other than you take the damage dealt from leaving the area.
Portal to Carceri
Starting at 18th level, as an action you can create a portal to Carceri within 10 ft of you, bringing one fiend, monstrosity, aberration or ooze of challenge rating 14 through to fight for you, entering a space adjacent to the portal. You can command the creature to do a specific action it is capable of that doesn't directly damage it, such as walking into an obviously dangerous area or attacking itself. It leaves back through the portal after 5 rounds under your service, meaning if it is incapacitated and unable to follow commands, it doesn't count toward the time. Once used, you cannot use this feature again until you've completed a short or long rest.
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