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# Warlock Otherworldly Patron: The Incarcerated There exist some entities far too powerful and horrifying for even the gods to destroy, such as Tharizdun the Chained God. Instead, these foul entities have been chained and imprisoned in the darkest, most obscure corners of the multiverse, left to rage and plot in oblivion. These beings have, over the eons, learned to slowly wear down their shackles by transferring them to willing subjects, who accept the chains of their masters in return for unholy eldritch power. ### Expanded Spell List The Incarcerated lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you. | Spell Level | Spells | |:---:|:-----------:| | 1st | *Entangle, Snare* | | 2nd | *Earthbind, Web* | | 3rd | *Glyph of Warding, Slow* | | 4th | *Grasping Vine, Otiluke’s Resilient Sphere* | | 5th | *Antilife Shell, Planar Binding* | ### Imprisoning Will When you make this pact at 1st level, you may choose to use your spell attack bonus when grappling a creature, in place of your Athletics skill. ### Hungering Fetters Starting at 1st level, your patron transfers some of their shackles to you, which desperately writhe and seek to bind a creature once more. When you damage a creature on your turn, you may immediately use your bonus action to attempt to grapple it if it is within 10 feet of you; if you successfully grapple it, it is pulled up to 5 feet closer to you. ### Burden of Sin At 6th level, you begin to add your own transgressions to the links of your chain, sealing you in but providing a measure of protection in return. Once per turn, when you reduce a creature to 0 hit points, your armour class increases by an amount equal to your proficiency bonus until the start of your next turn. ### Tightening Bonds From 6th level, when a creature starts its turn grappled by you, it takes force damage equal to your Charisma modifier. \columnbreak ### Weighted Irons Beginning at 10th level, whenever you grapple a creature with your Hungering Fetters, the creature is also restrained until the grapple ends. ### Shackles of Torment At 14th level, you bind the souls of your foes within your own prison. As an action on your turn, you conjure spectral chains and force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it becomes restrained in your Shackles of Torment for up to 1 minute, as though you were concentrating on a spell. Any damage you suffer is also suffered by the target of your Shackles. The creature may repeat the saving throw as an action on each of its turns, breaking free and ending the effect on a success. You may use this feature a number of times equal to your charisma modifier, and you regain all expended uses when you finish a long rest.
Design by Lexi Abbey | Made with GM Binder