School of Incarceration (5e Subclass)
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Like many heroes and spellcasters, you seek the knowledge and power to defend the world from evils both great and small. Unlike your cohorts, your path has led you to the notion of incarcerating evil rather than destroying it. You might take the role of a bounty hunter or sheriff for a wider justice system, or view yourself as both judge and jury, though not necessarily executioner.
Novice Jailer
At 2nd level, when you first take this subclass you gain the spells alarm, ensnaring strike, and entangle. These spells are always considered prepared in your mind without counting towards your normal maximum.
You may cast one of these spells at its base level without spending a spell slot, but must take a long rest before using this feature again.
These spells also no longer require concentration to maintain, though you may only have a single instance of each spell active at time.
Lock and Knock
Also at 2nd level, you have the spells arcane lock, and knock permanently prepared in your mind without counting towards your normal maximum. You may cast these spells as 1st level spells instead of 2nd.
No Escape
At 6th level, when a creature that you can see within 60 feet makes an ability check or saving throw against being grappled, paralyzed, petrified, restrained, or stunned you may use your reaction to impose disadvantage on their roll.
You can also use your reaction to impose disadvantage on a creature within range attempting to pick a lock, break down a door, or attempting to escape or break manacles or similar restraints.
A Firm Hand
At 10th level, you gain the spell Bigby's Hand (PHB page 218) which is permanently prepared in your mind without counting towards your normal maximum. You do not need any spell components to cast this spell, doing so mentally.
You may have up to two instances of this spell active at time (spending an action and spell slots each time) without ending concentration on either. You cannot cast any other spell or cantrip while both arcane hands are active.
A Prison for All
At 14th level, you gain the spell forcecage, which is permanently prepared in your mind without counting towards your normal maximum.
When you cast forcecage you may apply following options to it for it its duration. Each added option requires you to spend a 1st level or higher spell slot, and you may not select the same option more than once.
- Charisma saving throws to teleport or interplanar travel from inside the cage can only be attempted once for entire duration of this forcecage.
- Creatures inside the cage are also considered restrained as additional chains wrap around them.
- Double the area of effect of the forgecage.
- Forcecage will last for up to 8 hours, even if you take a rest, become incapacitated, or are killed.
- You can freely cause the forgecage to levitate and move along side you (within 5 feet) for its duration, carrying all those inside it regardless of weight. The cage only has a maximum speed of 10, but will hover where you leave it.
- You may use an action to cause the forcecage to vibrate violently if you are within 100 feet of it. All creatures inside the cage must make a Constitution saving throw against your spell DC, taking 3d6 + your intelligence modifier in force damage on a failed save, or half as much on a successful one.
- You may increase this damage equal to your wizard level and apply disadvantage to the saving throw. But doing so will immediately end the duration of the forcecage once damage is applied.
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