Some sorcerers seem to have an innate connection to the fundamental laws of the universe. Reality becomes “thicker” or “denser” in their presence, resisting the warping influence of entities from beyond. Often called “regulators” because of this nature, they find their way into adventuring parties even more often than other sorcerers do; their unique gifts are a strong hedge against sinister cosmic forces and otherworldly corruption.
Table: Regulator Archetype Spells
Spell Level | Spells |
---|---|
1st | calculated retribution, guiding bolt, protection from evil and good |
3rd | calm emotions, force of will, moonbeam |
4th | beacon of hope, counterspell, sending |
7th | banishment, freedom of movement, mindshield |
9th | dispel evil and good, legend lore, warrior's instincts |
At 1st level, your connection to the fabric of reality subtly reinforces truth over falsehood. Creatures (including you) making Deception checks within 20 feet of you do so with disadvantage, and you gain an expertise die on saving throws against illusion spells and to avoid the Charmed condition.
Also at 1st level, your magic becomes more effective against that which should not exist. Once per turn, you may have a damaging spell deal an additional 1d6 force damage to all aberrations and undead damaged by the spell. This damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
At level 6, your strong connection to reality makes you difficult to move — physically or mentally. You gain immunity to the Confused and Charmed conditions and you may spend a sorcery point (no action required) to avoid being involuntarily moved or knocked prone until the beginning of your next turn.
At 14th level, you can hamper the efforts of the unreal to affect the real. All friendly creatures within 30 feet of you become immune to the Charmed and Confused conditions and have advantage on saving throws against illusion spells and any effect that would deal psychic damage or inflict levels of strife.
At 18th level, your ability to prevent the warping of reality reaches its apex. As a bonus action, you can spend 4 sorcery points and create a dimensional exclusion zone around yourself for 1 hour. The zone extends 60 feet from you. Nothing can teleport into or out of the zone, invisible creatures and objects instantly become visible upon entering the zone, and all creatures inside it are affected as if by a zone of truth spell.