Warlock
Base Class: Warlock

You have reached out to the Outer Planes in search of a powerful being that imprisons others, and made a pact with one of those creatures. A slaver, looking to imprison or enslave others, or maybe a questtaker, tasked to rid its world of demons and the like?

Wardens are often, but not limited to, demons, devils, fey or celestials. Each of these wardens has their own reason for capturing creatures. You have struck a pact with one of those wardens, gaining a fraction of its power.

Level 3: Prison Artifact

When you choose this pact at 1st level, your patron grants you a Prison Artifact. This grants you the ability to capture released souls and imprison them, which allows you to use their service once before allowing their soul to depart to their afterlife. 

Your Prison Artifact can take many forms. It can be a miniature prison, a set of gems, a collection of voodoo dolls, or something else that might hold your captured creatures. 

Level 3: Warden Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Warden Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3 Alarm, Arcane Lock, Command, Web
5 Blink, Glyph of Warding
7 Dominate Beast, Black Tentacles
9 Dominate Person, Wall of Force

Level 6: Chains of the Warden

When you hit a creature with an attack or spell, you can summon spectral chains to attempt to bind it.

The target must succeed on a Strength saving throw against your spell save DC or become restrained until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 6: Interrogator

At 6th level, you can use your Prison Artifact to extract desired information. You can use your Prisoner's Aid ability in the following way:

  • Knowledge: You can use an action to ask a question, and you can ask up to three questions. It must answer truthfully to the best of its ability, though it may be cryptic or misleading. Ask all questions within 1 hour of each other. If the creature doesn’t understand what you’re saying, this ability fails and the creature is released.

Level 10: Warden's Defense

At 10th level, you can draw on the essence of a recently imprisoned creature to boost your own health. When you imprison a creature, you gain temporary hitpoints equal to twice the CR of the captured creature, or twice the level (if applicable). 

Level 14: Custodial Release

At 14th level, the connection to your prisoners grants you resistance to both physical and mental attacks. When you fail a Saving Throw, you can use your reaction to instantly release one prisoner from your Prison Artifact. Doing so will let you succeed on the Saving Throw instead. 

Level 10: Echo of the Captive

At 10th level, you can bolster your prisoners traits to your own aid. You gain the following ability:

  • Enhance: You copy one of the following traits of the creature: a speed, one resistance or immunity, the ability to speak one language, a sense, or an ability score. This effect lasts for 1 hour, and ends early if you hit 0 HP.

Level 14: Soulbound Warden

At 14th level, the connection to your prisoners grants you resistance to both physical and mental attacks. When you fail a Saving Throw, you can use your reaction to instantly release one prisoner from your Prison Artifact. Doing so will let you succeed on the Saving Throw instead. 

The Warden (2024) Image

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