Base Class: Warlock
You have made a pact with an Imprisoned entity. A being who has been locked away in an inescapable prison for all eternity and who only wishes for freedom. They may be benevolent or malicious, trapped in another dimension or in an item you hold, and they may have been imprisoned by an being as powerful as themselves or by a group of mortals wielding powerful magic. Whatever their circumstances they have managed to breach their prison just enough to give your the power to free, or avenge them.
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.
- Command, Entangle
- Arcane lock, Rope trick
- Pulse wave, Slow
- Black tentacles, Grasping vine
- Dominate person, Wall of force
Chainbound spells
At 1st level any spells that you perform that use or summon tentacles, vines or rope uses/summons chains in their place. Any spell that requires tentacles, vines or rope as a component instead requires 20 links of chain.
Chains of the Imprisoned
At 1st level you can use a bonus action to summon a spectral chain from your body or from the air around you. This chain is magical and can be 5 to 20 feet long, when summoned the chain can be aimed at a creature sized large or smaller within 100 feet and force them to make a dexterity save for your spell DC or become grappled by the chain. If the target is grappled they can make a strength save each turn to break free, if they do the chain is destroyed.
The chain can also be used as a grappling hook and will wrap around or dig into any surface it is aimed at, doubling your climbing speed and giving other creatures an extra 10 feet of climbing speed on normal terrain or giving you a climb speed of 20 feet and any other creature you allow to use the chain a climb speed of 10 feet in difficult or unclimbable terrain.
You can use the chain as a two-handed improvised melee weapon but only with a range of 10 feet. Gain a second chain at lvl 5, a third at lvl 11 and a fourth at lvl 15. No matter the length the chain can only grapple one person unless it is used out of combat (as a restraint). You can summon each chain a number of times equal to half your proficiency bonus rounded down per long rest. For example, if you are a level 10 pact of the imprisoned warlock you can summon two chains at any given time, but if they are destroyed each chain can be re-summoned once before needing a long rest to recharge.
In addition at level 3 if you take the pact of the blade as your pact boon you can use a chain as your pact weapon and it now is versatile with 1d8/1d10, this chain can stay in existence permanently and you can switch which chain is acting as your pact weapon at any time. If you take the pact of the tome your book of shadows is permanently chained to you (e.g. it can not be stolen or dropped) and you can summon one extra chain at lvl 15. If you take the pact of the chain your familiar can summon one of your chains itself and pull/lift/carry any amount of chains. If your take the pact of the talisman you can summon one chain from your talisman, using this chain you can pull the talisman, or the wearer to you as a bonus action or reaction.
Armoring chains
At 6th level, when you summon a chain, you can now choose to wrap it around you or a willing creature, for each chain you wrap you gain a +1 to your AC. To use this feature you must summon the chain at 5 feet long. You can now also see any creature your chains are attached to (using this ability or a grappled creature) and you can pull or push them up to 5 feet if they are in eyesight as a bonus action or as a reaction after any action has been taken.
If you have taken the pact of the chain, your familiar can use this feature when it summons its chain.
Searing chains
At 10th level, you can now cast the spell heat metal on your chains in eye sight at will. You have casting charges equal to your chain charges, e.g. a level 15 warlock could cast it 8 times per long rest and you can expend one charge to increase the spell's level by one up to level 6. You can also use a charge to give any creature using your chains as armour resistance against any damage type but fire, slashing, piercing and bludgeoning. You regain all charges after taking a long rest.
If you have taken the pact of the talisman, you gain 3 extra charges to use only on your talisman, you can chose who is harmed by this effect e.g. if someone tries to steal the talisman from around your neck, you make it so only the thief takes damage from the spell.
Wrath of the imprisoned
At 14th level you can channel the hatred that your patron has built up over an eternity of imprisonment. When you use this feature, you can use as many of your chain charges as you like at once and summon them all as active chains in a swirling dome or sphere with a 40-foot diameter with you as its centre. When you activate this ability you and any creature you chose inside the dome gains can reduce ranged damage from outside the dome by one d4 for every chain in use. Any creature you chose that is in the dome when it is created or starts its turn inside the dome will take one 1d4 force damage for every chain in use and their speed is halved. While activated you have a maximum movement speed of 15 feet. Once you use this feature, you can’t use it again until you finish a long rest. All chain charges used in this ability must be recharged.
Previous Versions
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6/11/2021 1:14:56 AM
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6/15/2021 5:02:12 AM
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6/15/2021 7:07:18 AM
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10
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Coming Soon
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