Warlock
Base Class: Warlock

The Realm of Imprisonment is a mysterious place where only the most vile beings and monsters dwell. Your patron is an entity, wrapped in chains, who has been confined to this realm for centuries at least. Whether they be a demon, an archfey, or even one of the forsaken gods, your patron has found some way to reach out to you through a mysterious item or through sheer will. Their powers are violent and their goal is ultimately to escape, but for one reason or another they have decided to give you power. However, this power comes at a cost, as though you are able to draw power from this preeminent being, they are constantly drawing power from you.

Expanded Spell List

The Imprisoned 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.

Imprisoned Expanded Spells
Spell Level Spells

1st

bane, shield

2nd

arcane lock, spike growth

3rd

animate dead, spirit guardians

4th

black tentacles, fire shield

5th

dominate person, hallow

Token of Imprisonment

Starting at 1st level, your patron will bestow upon you a token of your pact. This token could be anything from a chain around your neck to a cage around your head, but it cannot be removed and only hidden by magic. However, this token will grant you a +2 bonus to your Armor Class and the ability to create a 10 ft. tall wall up to 30 ft. away as a reaction. This wall can absorb damage equal to your Charisma modifier + your warlock level (minimum of 1). 

Warrior of Irons

At first level, you gain proficiency in martial weapons and shields. You also gain the ability to use your reaction to impose disadvantage on an attack roll against a target within 5 feet of you, as long as you are wielding a shield.

Smoldering Chains

Starting at 6th level, you become able to manipulate your patrons bonds. You instantly restrain a creature of your choice that you can see with white-hot chains. On their turn, they take 3d6 fire damage, plus your spellcasting ability modifier, and are now unable to speak a deliberate lie while they are locked. The creature must succeed on a Strength or Dexterity check (its choice) against your spell save DC, or stay restrained. once you use this feature, you can't use it again until you finish a short or long rest.

Impenetrable Bastion

Starting at 10th level, you now have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You also gain the ability to perform a Blade Ricochet as a reaction on any weapon within 10 feet.

Shattering Smite

Starting at 14th level, your patron has imbued you with enough power to shatter their shackles and, subsequently, much weaker items as well. You can target a number of weapons on the field that you can see, including natural weapons, equal to your Charisma modifier. The wielders of those weapons must make a Dexterity saving throw against your spell save DC. On a failure, they take 6d8 damage and lose that weapon as it explodes from necrotic energy. However, on a success, their weapon remains intact and the necrotic energy attacks them directly for half damage. The wielders must then roll a d6 for one of 6 effects:

d6 Effect

1

Blindness. The target is Blinded until they are healed by magic.

2

Prone. The target is knocked Prone and must use their movement to stand on their turn.

3

Stunned. The target is Stunned for one round.

4

Pushed. The target is pushed back 10 feet away from you.

5

Frightened. The target becomes Frightened of you until they succeed a Wisdom save against your spell save DC.

6

Deafened. The target is Deafened until they are healed by magic.

 

After using this ability, you cannot use it again until you finish a long rest.

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