Sorcerer
Base Class: Sorcerer

"You cannot stop the grand current with just those hands of yours"
 - Core Suppression Of [______], Former Arbiter.

Arbiters are The Head's Special Forces, imbued with the F-Corp and J-Corp Singularity, They can Unlock and Lock anything, including someone's body or Concepts, causing wounds that never want to properly heal. Arbiters Rarely appear, only being dispatched to eliminate what The Head deems an Impurity.


Intended for High-Power campaigns or campaigns where Balance is not the main focus.

A-Corp - Level 3

"You cannot stop the torrent of this world alone"

Singularity Imbued
You gain access to two powerful cantrips. These Spells do not count against your known spells:

- Fairy
1 Action. 100 foot Range. Instantaneous. Transmutation. Somatic.
Make a Ranged Spell Attack against a creature, object, or Spell Effect as you 'unlock' it. On a hit, if the target is a creature, they take 2d8 slashing damage and are inflicted with 1 stack of "Fairy-Inflicted Wound".
If the target is an object, it is unlocked, A chest opens, a wall crumbles, iron bars are cleaved open, and so on. If the object has no 'unlocked' state, it takes critical damage and cannot be repaired through the spell 'mending'.
If the target is a Spell Effect, it is partly dispelled. Shield and Shield of Faith lose their AC bonus, Wall of Force and Prismatic Wall have a Large hole open, Glyph of Warding, Alarm, and Lock are all dispelled, and so on.
Creatures with Fairy-Inflicted Wound cannot heal hit points, and they take (stack)d6 slashing damage for every 10 feet they willingly move, for each attack they make or spell they cast, when they use a Legendary Action or Mythical Action, and for each bonus action or reaction they take. A creature with Fairy-Inflicted Wounds loses 1 stack at the end of their turn (or next turn if they were inflicted with Fairy-Inflicted Wound during the current round).

- Lock
1 Action. 100 foot Range. Instantaneous. Transmutation. Somatic.
Make a Ranged Spell Attack against a creature, object, or Spell Effect as you 'Lock' it. On a hit, if the target is a creature, they take 1d10 force damage, and you can Lock a discrete action, feature, spell, reaction, bonus action, or other identifiable ability possessed by the target. Creatures cannot use Locked actions or abilities. If the ability uses Charges, it instead costs twice as many to activate instead of being unusable.
If the target is an object or spell effect, it becomes 'Locked'. An open chest closes and locks itself, an open doorway or archway is blocked off with black and gold chains, a crumbling wall holds itself together, a closing gate or moving gear stops moving, a Dimensional Doorway closes, and so on. A Locked object cannot be moved, and cannot be unlocked except by using Fairy.

Status
You gain proficiency in persuasion, arcana, and deception. Your wisdom and charisma score increases by 2, and the Gold cost to hire a hireling or a person with class levels is halved. This includes the cost to have someone cast a leveled spell.
At level 6, the Gold Cost is reduced to 25% instead.
At level 14, unskilled hirelings and people with less than 5 class levels cost no gold to hire.

Wave of Black-Gold Sand
When a creature misses an attack against you, you may choose to move up to 15 feet without using a reaction and without provoking opportunity attacks. The space you cross using this feature becomes difficult terrain until the end of your next turn. You, and any creature you choose are immune to the difficult terrain from this feature. When a creature that isn't immune to or otherwise unaffected by this difficult terrain ends its turn in the difficult terrain from this feature, their movement speed is Halved until the end of its next turn.


Arbiter Adjudication; A Note to DMs: Fairy and Lock intentionally interact with objects, magical effects, creature abilities, and other elements of the game in ways that may not have explicit rules. The DM determines whether a target has an applicable "locked" or "unlocked" state and how these effects interact with unusual abilities or effects. When in doubt, favor the literal intent of the ability rather than conventional spell limitations.

Impurity Hunter - Level 6

"Now… can you stop me on your own two feet, with your own power?"

Purge Impuritas Civitatis
When you cast a Leveled Spell, you can choose to consume Sorcery points equal to the Spell Level instead of consuming a Spell Slot. You may also use Sorcery Points to cast a spell at a higher level, paying Sorcery Points equal to the level of the spell slot used to cast it.
You cannot use this feature if you do not have enough Sorcery Points to pay the cost. 
At level 14, you consume Sorcery points equal to half the Spell Level instead, rounded down. If a spell's cost becomes 0 due to this, it becomes a Cantrip instead of a leveled spell (can still be upcast). A spell transformed into a cantrip this way has its normal cantrip scaling and does not retain any feature that specifically requires the spell to be a leveled spell

Improved Singularity Imbuement
You gain two powerful 1st level spells. These spells do not count against your known spells:

- Pillar
1 Action. 150 Foot Line. Instantaneous. Evocation. Verbal, Somatic.
Draw a 150 foot long, 5 foot wide line originating from you, stopping early at a sturdy wall or other substantial obstacle. All creatures in the line must make a dexterity saving throw. On a Failure, they take 3d8 bludgeoning damage and the creature is moved to the nearest unoccupied space at the end of the line. If the line ends early because of a sturdy wall or other substantial obstacle, a creature that fails its save takes an additional 1d8 bludgeoning damage for every 10 feet between the obstacle and the maximum range of this spell.
On a Success, the creature is moved to an unoccupied space within 5 feet of the line, but not to another position on the Line, and nothing else happens.
Movement from Pillar is resolved starting with the creature Closest to the end of Pillar's Range, then moving closer to its origin.

- Chain
1 Action. 100 Foot Range. Instantaneous. Evocation. Verbal, Somatic.
Make a Ranged Spell Attack against a creature. On a hit, the creature takes 2d8 force damage and becomes restrained until the end of their next turn. On a critical hit, the creature also cannot take actions, bonus actions, or reactions while restrained through this spell.

Your OWN Power
On a hit with a spell granted by this subclass, including Fairy, Lock, Pillar, and Chain, any beneficial effects affecting the creature end. This includes, but is not limited to; Haste, Potions of Fire Resistance, Water Walk, Fly, Potions of Giant Strength, Cloak of Displacement, Cloak of Elvenkind, Spiderclimb.
If the effect originates from a magic item, the item is disabled for 1 hour. An item disabled this way provides none of its magical benefits, although it remains physically functional as an ordinary object.
The DM has Final Say over what effects are ended through this feature.

At 14th level, when a creature you can see casts 'Time Stop', you may immediately cast 'Counterspell' at 8th level without expending a spell slot or requiring a reaction. You must target 'Time Stop' with this Counterspell.
At level 18, If a creature casts the Spell 'Time stop', The Time Stop ends immediately, and the spell slot used to cast it is expended as normal..

Eradicate - Level 14

"The waves will rock the shore again; your immaturity is to blame"

Meltdown
You can expend Sorcery points to empower your unique spells.

- Fairy: On a hit, expend up to 3 sorcery points, for each Sorcery Point expended, this spell deals an additional 1d6 slashing damage and inflicts 1 additional Fairy-Inflicted Wound.

- Lock: On a hit, you may expend 1 sorcery point to lock an additional ability, up to three additional abilities. Additional Locked Abilities have the same duration as the original Lock.

- Pillar: Before casting, you may expend 1 sorcery point to launch 1 additional pillar in a different line, up to 8 total pillars. Pillars' lines cannot overlap for more than 10 feet.

- Chain: On a hit, you may expend 1 sorcery point to cast Chain again from the hit creature's location, this can happen up to 3 times, cannot hit creatures already Chained. This additional casting is part of the original casting and does not require an additional spell slot, action, or bonus action.

Birdcage of Thorns
When a creature is reduced to 0 hit points, you regain a number of Sorcery Points equal to the number of Fairy-Inflicted Wound stacks the creature had when it died, plus the number of times that creature was restrained by your Chain or had an ability Locked by your Lock since the start of the current combat.
Each creature tracks these effects separately, and all such counts reset when combat ends
For each Sorcery Point you would regain beyond your normal maximum, you instead regain 1d6 hit points.

An Arbiter - Level 18

"Man, look at that View!~ Shame this Reality is going to be turned into an extension of City, I would love to have one of our Honeymoons here babe!"
"Yeah, bit of a shame, but that's the price we pay for expansion. If you really want, we could shift over to expanding into the Outskirts instead of other Realities, but expanding into primitive Realities like this is almost needed to keep up with the growth of City [...]"
 - Conversation between the Head Arbiter and Head Claw.

Shockwave
You expend Sorcery points to unleash devastating Pulses of force.
As an action, you can expend 3 sorcery points to unleash 3 shockwaves. Each creature you choose within 50 feet of you must make 3 separate Strength saving throws. On a failure, the creature takes 2d8 force damage, and is knocked prone after the final shockwave. On a success, nothing happens to the creature. The saving throw DC is equal to your Sorcerer spell save DC.
When you use this feature, you can instead choose to expend more Sorcery Points to empower the Shockwave. If you expend any Sorcery Points beyond the initial 3, Shockwave becomes an Empowered Shockwave and produces only one pulse instead of three.
For each additional sorcery point expended, the range increases by 5 feet, the amount of damage dice increases by 1, and the DC increases by 1. If a creature fails the strength save against Empowered Shockwave, the creature is moved 30 feet directly upward and knocked prone, and on a success, the creature takes half damage instead of none, and is knocked prone (but not launched into the air). If more than 8 total Sorcery points are expended in a single use of this feature, a massive Crater forms around you, matching the size of the triggering Shockwave.
After using this feature for the first time each combat (regardless of if it was empowered or not), you and each ally of your choice within 50 feet of you gain a +1 bonus to AC and saving throws until the end of combat.

An Arbiter, The Eye Facing the Fear; Enforcing the Cycle
Your Hit die increases to a d10, this change applies retroactively to your hit points gained from previous levels. You gain immunity to non-magical Bludgeoning, Slashing, and Piercing damage, and you gain immunity to Charmed and Frightened. Your Spell Attacks Crit on a 19 or 20. When you land a Critical Hit, all Damage Dice roll maximum, including additional dice added through features such as 'Meltdown'.

Arbiter Of The Head Image

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