Base Class: Cleric
"I am judgement, the bound, the binding. I bear these chains so your fate you'll be finding. So if you are worthy, you've nothing to fear. Take a step forward and your plight i'll hear. So step before my coffin box, and do be so kind to undo my locks. Ill spin you a yarn, ill tell you a tale. Of all you'll succeed, and all you'll fail. I do not grant mercy to those undeserving. To them i grant something far more unnerving. When we speak, your soul ill see. So accept your penance, it will set you free." These are the words you heard, the very same words spoken to every poor unfortunate soul cast into the view of the bound. To your luck, the bound saw a far more fitting penance for you than something gruesome or ghastly. rather, you are to be his vestage, his way to bring new souls that seek absolution, or unkowingly deserve punishment, to him.
Judgemental Gaze
Starting at level 1, you can divine sense like a paladin at will, but it does not tell you creature types, rather it shows a scale that only you can see that determines whether the target is guilty in the eyes of the bound, or innocent.
The Coffin Box
Starting at 2nd level, you are blessed with the trinket known as "The Coffin Box"
You are not empowered in the traditional way with spells. rather, you are blessed with the coffin box, an ancient trinket, long since dormant, that has power of its own, bequeathed to you. The Coffin Box varies from vestage to vestage, but regardless of its appearance, it will always have an engraving of the symbol of the bound, which will be a coffin wrapped in chains and locks. While you possess this ancient trinket, you inherit a fragment of the bounds power, granting you the following powers:
-All those within 30ft of the trinket, if guilt plagues them, they will feel a weight on them, as if they are shackled by heavy iron chains. However, if they actively seek penance for this guilt, they will instead feel as though they are being watched by a higher power, and may feel an urge to speak to you regarding this feeling unless they are hostile.
-When you see an enemy cast a single target spell that only targets you, you can use the coffin box to contain it and store its power, wasting the spell slot and the spell. When a spell is captured in this way, you gain the ability to cast this same spell requiring no components. Spells captured in this way are a one time use, and afterwards are released from the coffin box. You can only trap spells in this way equal in level to half of your character level -1. (0 meaning cantrips can be stored)
-You gain the ability to manifest astral chains and strike at an opponent within 15ft feet of you. Make a spell attack roll against your target, if it hits, the target takes 1d12 psychic damage and must make a wisdom save. If they fail, they become restrained, shackled mentally by illusions of their own guilt. Enemies restrained in this way take double damage from all strikes of your astral chain attack. At the end of the enemies turn it can make a wisdom save to end the effect, if they succeed the effect ends. This attack can provoke attack of opportunity. This ability gains damage as you level. 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level.
This trinket cannot be permanently destroyed or lost, rather it always finds its way back to its owner through mysterious circumstances
Channel Divinity: Decay
Starting at 2nd level, you can use your Channel Divinity to summon a coffin to ensare and inflict disease upon your foes.
As an action, choose a point you can see within 60ft of you. A coffin slowly rises from the ground, it opens, and chains shoot out, assaulting all enemies within a range of 20ft of it. all enemies must make a dexterity saving throw against your spell save DC. if they fail, they are dragged 20ft directly to the coffin and are restrained as well as proned. If an enemy starts its turn or enters within 10ft of the coffin for the first time, they are beset by the putrid stench of decay. any enemy who enters this mist must make a constitution saving throw or be poisoned and given one of the following diseases at random:
roll a d4:
1- Mummy Rot
2- Cackle Fever
3- Green Decay
4- Sight Rot
The effect of the disease takes hold immediately when contracted this way. However its duration lasts only as long as the coffin does. The coffin lasts for one minute after being summoned and will disappear immediately if either no one is affected by its initial chain assault, or if all creatures affected succeed their saves or leave the radius of this affect.
Marked For Judgement
Starting at 6th Level, you gain the ability to mark a target for judgement by the bound, increasing your potency of abilities against that targeted foe. as a bonus action, choose a target you can see. you mark that target for judgement. The enemy you target knows you have targeted them, and knows that you are actively pursuing them. Any creature marked by this ability remains so until it is changed to a different target or until the person has received judgement (as specified below).
While you have a target marked:
- your "chain of penance" range doubles against your chosen target
- you have advantage on attack rolls against that target
- your "chain of penance" attack not only restrains, but every turn pulls the target 10ft closer to you. If they reach within 5ft of you they must make a strength save or be pulled into the coffin box to face judgement.
Judgement: you pull a target creature into a demiplane stored in the coffin box trinket. this creature then meets "The Bound", who passes judgement on them. What happens inside cannot be for certain, but what is known is the target disappears for a duration of one minute. After which the enemy is expelled from the trinket to an unnoccupied space within 5ft of you. If they were guilty, they must make a wisdom save with disadvantage against your DC or experience short term madness. If they sought penance, they will emerge with a different alignment, approximately one step in the opposite direction of their original (for example, evil becomes neutral, good becomes neutral, lawful becomes chaotic, chaotic becomes lawful, etc.)
You can use this ability a number of times equal to your wisdom modifier
Judgement Day
Starting at 8th level you gain the ability to project a glimpse of what penance lies for your enemies after death into the waking world. As an action, you can target a creature you see within 120ft of you that can see you. They must make a wisdom save against your spell save DC or be frightened, as depictions of agony and torment await the guilty, and depictions of paradise and seeing dead loved ones distracts the innocent. If the target fails the wisdom save, if they are innocent, they are stunned for a minute. If they are guilty, they take 1d12 of psychic damage every round and suffer short term madness, as depictions of what awaits them are too much to bare.
You can use this ability a number of times equal to your wisdom modifier.
Attonement
Starting at 17th level, you gain the ability to trap foes indefinitely in the coffin box and draw on their power for a time.
As an action, you can choose a target within 30ft of you. Make three spell attack rolls against them with your "chains of penance". These attacks do not do damage, however multiple things occur depending on the number of hits:
1 hit: the target must make a strength save or be pulled 10ft closer to you every round until they become trapped or escape the restraints.
2 hits: the enemy makes two strength saves at disadvantage, or be pulled 20ft closer to you every round until they are trapped or escape the restraints
3 hits: the enemy automatically fails and is pulled into the coffin box so long as they meet the prerequisites
When an enemy is pulled into the coffin box, the lid snaps shut, trapping the target inside indefinitely as if by the spell imprisonment. While an enemy is trapped inside the coffin box, you can draw upon its power, once per long rest you may use a feature from the stat block of the enemy you captured as if it were your own. alternatively, if the target has innate spellcasting, you can use one of its spells per long rest as if it were your own without material components.
This ability does not affect creatures with a CR higher than half your level