Warlock
Base Class: Warlock
"Your oath is bound in chains, and your justice is unbreakable."
 
Your patron, the Chained King, was once a divine ruler of absolute justice, dedicated to imprisoning the wicked and ensuring order. Betrayed and shackled by those who sought to evade judgment, they now exist as an otherworldly power, granting their chosen warlocks the ability to bind, restrain, and execute justice in their name.
 
As the Chained King’s enforcer, you wield ethereal chains, preventing the wicked from escaping and ensuring that justice is served—whether through law or by your own hand.
 
 
 

Level 3: Chains of Law (Roleplay Feature)

Your connection to the Chained King subtly manifests in your presence and interactions. You gain the following benefits:
 
Sense the Shackled: You instinctively feel when a creature within 30 feet is restrained, paralyzed, or imprisoned (including magically or physically). You don’t know the cause, but you sense their struggle.
 
Binding Presence: When you make an Intimidation or Persuasion check against a creature that has broken an oath, betrayed an ally, or committed a serious crime, you can roll with advantage (DM’s discretion).
 
 Ethereal Chains: When you cast a Warlock spell, faint spectral chains briefly manifest around your hands or the target before vanishing
 
 

Level 3: Chained King Spells

The Chained King grants you access to additional spells that help you bind, control, and punish your foes.

The Chained King Spells
Warlock Level Spells
3 Hold Person, Zone of Truth
5 Slow, Counterspell
7 Banishment, Resilient Sphere
9 Hold Monster, Wall of Force

Level 3: Shackles of Judgment

When you hit a creature with a weapon attack or a Warlock cantrip, you can invoke your patron’s ethereal chains to bind them. The target must succeed on a Strength check against your warlock spell save DC or become Restrained until the end of your next turn. You can only use this feature once per turn.

If the target fails the save, they take Radiant damage equal to your Charisma modifier (minimum 1).

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

You can only use this feature once per turn


Additionally, when you finish a short rest, you regain one expended use.

 

Level 6: Chains of the Oathbreaker

Your patron strengthens your chains, ensuring the guilty cannot escape judgment. When you use Shackles of Judgment on a creature, they suffer additional consequences:
 
While Restrained, the creature takes Radiant damage equal to your Charisma modifier at the start of its turn as the chains tighten around them.
 
If the restrained creature attempts to teleport, turn invisible, or plane shift, it must first succeed on a Charisma saving throw against your spell save DC. On a failure, the attempt fails, and the creature takes radiant damage equal to your warlock level + your Charisma modifier.
 
When a creature you have restrained is reduced to 0 HP, you can use your reaction to shackle another creature within 30 feet. That creature must make a Strength saving throw or become Restrained for up to 1 minute, following the same rules as Shackles of Judgment.
 

Level 10: Inescapable Sentence

You can extend your chains beyond the material world, ensuring no evil escapes your grasp. As an action, you summon spectral bindings in a 30-foot radius around you, forcing creatures of your choice in the area to make a Strength saving throw against your spell save DC.
 
On a failure, they are Restrained for 1 minute
 
While restrained by this feature, the creature suffers disadvantage on all saving throws against your spells and warlock abilities as the chains weigh down their soul.
 
A restrained creature can make a new saving throw at the end of each of its turns, ending the effect on a success.
 
Once you use this feature, you can’t use it again until you finish a short or long rest.
 

Level 14: The Chained King’s Judgment

Your patron grants you the ability to deliver an absolute sentence upon those who defy justice. As an action, you summon the Chains of Final Judgment upon a creature within 60 feet, attempting to completely bind them.
 
The creature must make a Strength saving throw. On a failure, they are Paralyzed for 1 minute as glowing chains wrap around them.
 
While paralyzed, the creature takes radiant damage equal to 2d10 at the start of each of its turns.
 
If the creature is Evil-aligned, it automatically fails the first saving throw.
 
The creature can repeat the save at the end of each of its turns, ending the effect on a success.
 
Once you use this ability, you cannot do so again until you finish a long rest.
 

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2025 1:38:41 AM
4
1
1
Coming Soon
3/13/2025 1:25:01 AM
5
1
--
Coming Soon
3/13/2025 1:34:37 AM
5
1
1.2
Coming Soon
3/13/2025 1:41:18 AM
7
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes