Base Class: Monk
Death is an inevitability. That lesson has been taught time and again, but there are still those that try to avoid it, fruitlessly. Even liches will eventually die, whether at the hand of some ‘hero’ or by wasting away to dust. The Warriors of Chains are those that serve to remind others of the inevitable, not just that of death, but of all that can be run from and delayed, but never stopped.
Level 3: Chained Soul
You serve to bring creatures to that which cannot be stopped and prevent their escape, forcing them to reconcile with the inevitable. On your turn as an action, you can expend a Focus Point. If you do so, choose two creatures within 15 feet of you that are within 15 feet of each other. Those two creatures must make a strength saving throw equal to 8 + your Dexterity modifier + your Proficiency Bonus. On a failed save, they cannot willingly move more than 15 feet away from each other and you, as spectral chains trap them together. On a successful save, the target escapes. These spectral chains last for 1 minute. A chained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. You cannot have more than one set of chains active at a time.
Level 3: March To The Inevitable
You are never willing to let your foes escape, by any means necessary. While you have a creature chained to you via the Chained Soul feature, on your turn, you can expend a bonus action to pull the creature closer to you. The target must succeed on a strength saving throw equal to 8 + your Dexterity modifier + your Proficiency Bonus. On a failed save, the creature takes 1d8 force damage and is pulled as close to you as it can be. This damage increases as you gain levels, increasing at levels 8 (2d8), 13 (3d8) and 17 (4d8). While a chained creature is within 5 feet of you, you have advantage on attacks against it.
Level 6: Sharpened Links
The range of your Chained Soul increases by 5 feet (meaning that the creatures can be up to 20 feet away from each other and you). In addition, whenever your Chained Soul is active, you can take an action to whip the chains. The Chains are a monk weapon with which you have proficiency, and you can use your dexterity modifier to hit and damage rolls. On a hit, the chains do 1d8 + your dexterity modifier force damage. Whenever you take the attack action with the chains, you can make a number of attacks equal to the amount of chains you have active (For each creature you have chained, you have 1 chain).
Level 11: No Escape
You can bring the inevitable to more creatures now. You can now have 2 sets of chains from your Chained Soul feature active at a time. In addition, when you pull a creature with your March to the Inevitable, you can pull one additional creature. Lastly, whenever you make an opportunity attack against a creature, that creature's speed becomes 0 for the rest of the current turn.
Level 17: Hopeless Efforts
You can instill a sense of hopelessness into a creature when it is near doom. Whenever you have a creature chained via your Chained Soul feature, its speed is reduced to 0 when it is within 10 feet of you. In addition, when a chained creature drops to a number of hit points equal to twice your level, it must succeed on a Wisdom Saving Throw equal to 8 + your dexterity modifier and Proficiency Bonus or it falls prone and takes no actions or bonus actions on its turn while it remains chained, automatically fails the saving throw when you pull it closer to you, and has disadvantage on the saving throw to end the chained effect on itself. A creature that has fallen prone in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
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