Warlock
Base Class: Warlock

"My body is not a temple; it is a bunker.  There is something inside me that wants to turn the world to ash, and every breath I take is a struggle to keep the door bolted.  My magic is not mine-it is the heat of the prisoner's rage leaking through the cracks."

  The incarcerator is a high-risk, high-durability Warlock.  Shifting the spellcasting ability to Constitution, this subclass creates a "Frontline caster" who can absorb significant damage but faces the constant threat of losing control to the entity trapped within. 

Scars of the Warden.  When not wearing armor your AC=10+Dex+Con.

 

 

Level 3: The Living Cage

Constitution Casting: You use your Constitution as your spellcasting ability.  Spell save DC=8+proficiency bonus+CON bonus

Wardens Fortitude: Your hit point maximum increases by 1 for every level you have in this class.

Ignis Vorax, The Unquenchable Heart (Elemental Fury)

A primordial spirit of fire that was sealed away because it threatened to burn down its own elemental plane.  it is pure, thoughtless combustion that rages against the wet, cold prison of your biology.

 

Signs of Containment-  Your skin is always hot to the touch.  In dark rooms, your eyes glow like glowing embers,  when you exhale sharply, faint whisps of smoke curl from your nostrils.  You have a constant, unslakable thirst.

Spell Flavor-  Your spells are raw, volatile heat.  Hellish Rebuke is a sudden eruption of steam and ask from your pores.  Shield appears as a shimmering heat mirage that deflects blows.  Fire spells aren't neat magical bolts, they are messy, roaring gouts of flame that smell of sulfer and burning fat.

The Crimson General (War and Bloodshed)

Not a single entity, but the psychic coalescence of a thousand forgotten massacres.  it is a screaming gestalt conciousness of rage, tactical slaughter, and the glory of a violent death.

 

Signs of Containment-  Old scars on your body occasionally reopen and bleed fresh blood when you are stressed.  The sounds of distant, rhythmic war drums follow you, audible only to those within a few feet.  You tend to subconsciously gripobjects until your knuckles go white.  

Spell Flavor-  Your magic manifests as spectral weaponry and blood.  Eldritch Blast appears as a ghostly, bloodstained javelin or arrow.  Illusion spells smell like iron and copper.  When you cast spirit guardians, they appear as vague, armored warriors circling you.

The Fractured Mirror (Madness &Paradox)

A being from the Far Realms that embodies contradiction.  It breaks the laws of physics simply by existing, and it desperately wants to shatter the coherent reality you live in.

 

Signs of Containment-  Your reflection in mirrors sometimes blinks when you don't, or shows a different facial expression.  Colors around you sometimes seem oversaturated or "wrong".  Occasionally, small, harmless objects near you might briefly levitate or hover.

Spell Flavor-  Your magic looks like a glitch in reality.  Misty step doesn't look like fading away, it looks like you shatter into thousands of shards that reassemble elsewhere.  Psychic damage manifests as impossible geometric shapes flashing in the target's mind.  Defensive spells make you look blurred or pixelated.

The Nameless Maw. (Cosmic Horror)

  An entity from the void between stars, a sentient hunger that seeks to consume light and matter until reality is a cold, dark vacuum.  it doesn't hate, it just eats.

 Signs of containment.  Your body feels impossibly heavy, as if your bones are made of lead.  Your shadow is often darker than the surrounding light warrants, and sometimes it doesn't perfectly mimic your movements.  You constantly feel cold.

 

  Spell Flavor.  Your magi manifests as absence rather than energy.  Eldritch Blast is a streak of absolute nothingness that simply erases what it hits.  Darkness spells feel like opening a window to deep space, and when you cast defensive spells, light seems to bend and collapse around you, as if falling into a gravity well.

The Silent Bell (entropy & Endings)

An abstract entity representing the inevitable cessation of all things.   It is not undead, it is the concept of "The End" given form.  It wants the noise and chaos of existence to be quiet, finally.

 

Signs of Containment-  Your heartbeat is incredibly slow and loud in your own ears, like a steady, tolling death knell.  Small plants wither if you touch them for too long.  Colors seem muted and gray in your immediate vicinity.

Spell Flavor-  Your spells are quiet and gray.  Instead of loud bangs, your destructive spells create a sudden, terrifying silence on impact as sound itself dies.  Necrotic energy looks like a fine gray ash crumbling away from the target.  Slow affects targets by making them feel the crushing weight of inevitable entropy.

The Verdant Cancer (Primeval Nature)

An ancient, parasitic spore-consciousness pre-dating civilization.  It views animal life as a temporary annoyance and seeks to reclaim the world for an eternal, choking jungle of rot and ruin.

Scars of the Warden

The magic that has turned your body into a prison has toughened you and made you much harder to hurt.

Level 3: Incarcerator Spells

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

Fiend Spells
Warlock Level Spells
3 Shield, Absorb Elements
5 Warding Bond, Enlarge/Reduce
7 Slow, Spirit Guardians
9 [Tooltip Not Found], Death Ward

Level 3: The Breach

The prisoner seeks to escape whenever your resolve falters.
- The Trigger. 1 Roll a natural 1 on an Attack Roll or Saving Throw.
                         2 Drop below 25% of your maximum HP.

The save. Dc is 10 or half the damage taken, whihever is higher. on a faliure roll a d6 on the Breach Table.
1-2. Whispers. You are Frightened or Charmed by the prisoner until the end of your next turn.
3-4. Siphon. you take necrotic damage equal to your Warlock level. This cannot be reduced.
5. Puppetry. The prisonertakes control of your next action. (DM's choice.)
6. Manifestation. All creatures within 10ft take 2d6 force damage. you are stunned for 1 round.

Level 6: Siphon Essence

When you deal damage with a Warlock spell of 1st level or higher, you can use your reaction to gain temporary it points equal to your CON modifier+1/2 you Warlock level.

Reinforced Seals

you gain resistance to \psychic damage and cannot be Charmed or Frightened by anyone except your prisoner.

Level 14: Unleash the Calamity

 

As an action, you open the prison for 1 minute.  \you gain a 30ft. fly speed (hover), spells deal an extra 1d8 force damage, and you emit a Fear Aura (10ft).  When this ends, you immediately drop to 0HP and are unconscious but stable.

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