Base Class: Warlock
Honestly I just made this for a single campaign lol
Expanded Spell List
The Jailer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Jailer Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
In addition, you also gain access to the 9th level spell power word: bind.
The Warden's Brand
You can brand an enemy upon hitting with a melee attack. Until a branded enemy is subdued or moves more than 60 feet from you, any damage you deal to the target is accompanied by an amount of radiant damage equal to your proficiency bonus.
Additionally, you can choose for the killing blow to that enemy to be non-lethal no matter where that blow comes from, even if it’s another creature other than yourself. You may only have one creature branded at a time in this way.
You can use this feature a number of times equal to half of your proficiency bonus, rounded down, and regain expended uses during a short rest.
Chains of Fate
Starting at 6th level, you can attempt to bind a creature to face its fate. You can make a melee weapon attack against a creature within 30 feet of you. On a hit, the target’s speed is reduced to 0 feet and it gains both the grappled and restrained conditions, bound by the attack.
The target remains bound until it uses its action attempting to break free. In order to do so, it must make a Charisma saving throw equal to your spellcasting save DC. On a success, it successfully breaks free.
You may use this feature a number of times equal to your proficiency bonus.
When you first gain this feature, you may only have one target bound in this way at a time. The maximum number of bound targets increases by 1 at levels 10, 13, and 17.
Draining Penance
Starting at 10th level, you can exact penance from a bested foe to improve the punishment of those who defy you.
Upon a hit with a melee weapon attack on a target with under half of its maximum hit points, you can choose to drain the target’s strength. Roll 1d4. The target’s strength score is reduced by the number rolled, and you gain that many charges.
Upon hitting with an attack, you may expend up to 2 charges to make it a critical hit. If you expend a single charge, the damage ignores any resistances that apply. If you expend a second charge, you also ignore any immunities that apply.
The Jailer's Mandate
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly send the target to an extraplanar domain of punishment. The creature disappears and hurtles through a nightmarish prison realm.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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2/12/2023 9:16:15 PM
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Coming Soon
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