The Chained Goddess Compendium

by jenshi13665

Search GM Binder Visit User Profile
The Chained Goddess
Compendium

Author's Note

I started playing Dungeons and Dragons seven years ago. Immediately, I knew I wanted to tell stories but through the years as a Dungeon Mistress I've learned three important things about D&D: it is a 1.) collaborative 2.) story-telling 3.) game. This compendium caters to all three of those elements.

Collaborative

Dungeon Masters, you must work with your players, and Players, you must work with your DM before implementing this villain into your world and story, especially if this is not at the beginning of your campaign. Ensure everyone is on the same page about how much the Chained Goddess is in control of a PC, as well as emotional boundaries regarding some of the dark themes explored here.

Story-Telling

Many of the subclasses and weapons described here are not maximized for combat or social encounters; they are not the most powerful subclass or weapon you could choose for your Player Character. These subclasses, weapons, and features were created with story elements in mind. Is your Character trying to stop the ebbing away of their personality? Is your Character willing to sacrifice the sanctity and privacy of their mind in exchange for power or revenge? Is your Character's naivete letting them believe they can change the Chained Goddess? Ask yourself these questions as you choose features from this compendium.

Additionally, ensure that dark story elements can fit into your campaign, or modify the story and lore here to make things a little more PG. As a DM, are you willing to let your PC's be morally grey/bordering evil? Are your PC's okay with death and fire being left in their wake?

Game

Above-all, and most importantly, Dungeons and Dragons is a game. If you are not having fun while/after implementing this compendium, drop it like a hot rock. There are many powerful mechanics described here that would be game-breaking without the nerfs associated with those subclasses. I play tested many of these subclasses, but some not completely to level 14-18. Any feedback is always welcome (jenshitaomashi@gmail.com)!

Final Thoughts

I implemented the Chained Goddess into my campaign from the very beginning. She has a fully formed cult surrounding her, and works towards her ends (even if my players do not interact with her). She is dark and cruel and sad, but petulant and needy. I think every good villain has a human flaw, and I'm curious what you will choose.

This compendium is six years in the making, with all my love, sweat, and tears filling all the cracks you may find in the lore. I can't wait to hear what you think!

Playlist While You Read

Check out this YouTube playlist I made with Chained Goddess themes!

Back

Contents

Credits

There would be no Dungeon Masters without players to play their games, and so my primary thanks is to my players who've suffered through all the playtesting and beta versions of the works you'll read about herein. Additionally, this work is a homebrew mish-mash made from the experiences I've had in video games, TV shows, anime, visual art pieces, other Dungeons and Dragons games, as well as socio-political experiences, psychology, sociology, and many other inspirations, so a thanks to all artists and creators.

ALL ART IN THIS DOCUMENT WAS NOT MADE BY ME, only curated via the free Internet. My methodology was Pinterest, downloading, then reverse-image searching the art. If you are one of these artist's and wish to have your works removed, please email me at jenshitaomashi@gmail.com. No profit is or will be made from this document.

Special thanks to these badass Game Masters for their GMBinder CSS stylings and macros:

Back

Contents

Lore

In the eons before mortals walked the earth, Asmodeus, the Lord of the Nine Hells, knew he needed a successor. Of all his sons and daughters conceived by demonspawn, Asmodeus saw none worthy of his title. And so, he banished them, locking them deep within a core of Nessus, his children lost to the ages.

Asmodeus began his efforts anew, his eye fixed on the singular plane he could not access: the heavens. What better successor could be found than one who could traverse the heavens and the depths of hell at will. No such creature had ever existed, for who could lay with that which is opposite your very being? And so Asmodeus schemed.

The Gods themselves were meanwhile occupied, creating the races we know now walk the mortal realms. During these times, a god would alight on the mortal plane for a time, taking in the beauty of the space and deciding what aspect of the project known as Humanity they wished to lead. Asmodeus knew of these excursions and commanded the goddess Tiamat to design a ritual enabling him to walk on the mortal plane alongside the Gods.

Thus the Great Seduction began, and from these dalliances, a child was born every year for ten years. These ten are known as Asmodeus' Firsts. Nearly all of the children were born with black horns, but in all other ways, appeared beautiful and soft like the Gods who bore them. Asmodeus commanded Tiamat to steal the children away in their 6th month of life, though in some cases the God would leave the child on the mortal plane to die or be taken away.

"And when Tymora glanced towards the sunset, Tiamat, with all her cunning, stole the child from its resting place, and the first of the Firsts was truly born."

— Tome of the Firsts

Asmodeus sent a child to each of the Dark Eight hells, and the final Firsts, a set of twins, were given to Gargoth, to mentor and train. He did not teach his children himself, preferring to observe them when it suited him, relishing in their misery, studying their physiology, and encouraging their anger. These Firsts soon earned the name Nephilim LINK HERE, angels fallen from the heavens and surviving down in the hells.

The Lord of the Nine Hells continued his experiments meanwhile, though not so frequently as the Great Seduction, and as time and the world spun on and on, many more of these Nephilim were born, each unique based on the God that bore them.

One of these was Omayaba, the Chained Goddess, born of Mya, the dwarven goddess of motherhood and wisdom.

"She is beautiful, is she not?" "Save for that fiery hair, she would be a beauty." The mysterious man caressed the babe, leaning over Mya's shoulder adoringly. "In her darkness, she will lose it. Of that I'm sure." "Her darkness?" Mya spun. "But how could she ever be in darkness?" The man smirked, his handsome face belying a cruel intent. "Though her face is touched by your sun, may she never see the light."

— Journal Entry

Priestess of Mya, before the Long Silence

Back

Contents

Omayaba came into existence with no horns, no semblance of her hellish heritage. Instead, she appeared as the angelic image of Mya herself, with long red hair and bright blue eyes. The Lord of the Nine Hells found himself perplexed, but, ever the scientist, opted to take her life into his own hands. Mya knew she could not keep the child, as her husband, the God Moradin, did not know of her tryst with the black-winged angel who refused to tell her his name.

And so, Asmodeus took Omayaba when she had reached her fourth year, deep underground. An empty cavern, echoing two sets of footsteps, lay before the young girl, housing only a single pillar and two long chains. Asmodeus bound his daughter's tiny hands, one to each chain, and set her down.

"Papa? I don't understand. How long am I to stay?" The girl shuddered, though no wind moved the damp air around them. "I suppose until you've proven you are worthy of the crown I bear, my little dove." The Dark Lord revealed his true form and whispered to her of her true purpose. "If you ever make your escape, I do hope you will have grown less ugly." He kissed her cheek and left, returning to his plane.

— Journal Entry

Priestess of Mya, before the Long Silence

There the girl grew, her thoughts and the sound of a gentle trickle of water filling her mind. This bit of water did not emanate from a natural spring, but from her own two eyes. In the dark of her solitude, she wept for a thousand years, her prison flooded with her tears until she stood in a lake of her loneliness.

Stories through the ages tell of finding a woman deep beneath the surface, beautiful and sad, her eyes milky gray and her hair stark white. Some spoke of her ravenous hunger and desire for human flesh, while others told of a shy girl with shining eyes and a sorrow so profound that all within the cave succumbed to grief as well and died there. Nearly all stories ended in the same way, however: those who encountered her did not survive.

Omayaba saw dungeons built beneath her, mortal homes built above her, and cathedrals built, fallen to ruin, and rebuilt around her. Cunning and perceptive, Omayaba relished every encounter with these mortal beings, transfixed by their psyches, their hopes and dreams, their fears, their folly. With every new meeting, her skill in manipulation grew. Mortals could be wooed, threatened, guilted, or bullied into enacting her will. She felt no love for them, as she'd felt no love for any. These were the toys and games she'd been denied, her playthings and her education.

Back

Contents

.

When she had spent a thousand years in her cave, a young man with long raven hair discovered her. Something about his blood sang to Omayaba, and she felt a pang, different than any she'd felt in her time alone. The young man introduced himself as Azrael, a mercenary sent to kill her. Perplexed and intrigued, Omayaba found herself transfixed by this stranger, not as a plaything, but a man. She spoke with Azrael for hours, asking about the world above her and his place in it. He obliged, and over the course of several weeks, he came to visit her everyday, at first to talk, and then for more.

"And what is that one called?" She delicately touched the petal, leaned into her love's shoulder. "A rose. It is said to be the most beautiful flower, its scent the sweetest." She furrowed her brow. "But its handle is so sharp. How could anyone love this?" Azrael kissed her forehead. "Perhaps its defenses suggest its worth. Perhaps the danger of holding it means it is worth holding."

— Shredded Parchment, found in a tomb

Mercenary

One night, curled in the arms of her lover, she felt a blade against her back. Violently, she wrested the blade away, pressing it into Azrael's throat. "Would you kill me now, after everything?" she whispered. Azrael looked away. "Our father has placed this burden on us, and I must oblige him." Omayaba slit his throat and carved Azrael's heart from his chest, consuming him until there was nothing left. A painful metamorphosis followed, and she grew and changed, gaining both the power and soul of Azrael's, containing it in her new form. Some say she whispered to herself often, but perhaps she whispered to her dead lover, his soul trapped within her, chained to mortality.

Having learned her lessons, Omayaba took her bruises and used them as fuel for her plans. If the Lord of Hell's domain mattered more than her, she would claim it. If the Gods had forgotten her, she would help them remember. At times, her cause is just, a victim claiming their birthright. Other times, her cause is vengeance, reclaiming the power stolen from her and making her enemies pay.

She beckons mortals to come to her, calling to them in their darkest hour, preying on the insecure, the power hungry, the enraged. She uses their vulnerability to bring her closer to her release. Perhaps, if you prove useful, she will not kill you outright.

Back

Contents

Accepting the Chains

The Chained Goddess calls to those in the pits of despair, at their most vulnerable. She preys on your insecurities and may come to you in dreams. You may think you can help her, or that she may help you. Whatever your reasons, once you've accepted the chains you belong to her.

Upon accepting the chains, you experience a night of physical agony as your bones morph and wrap around your insides, creating protruding bony chains underneath your skin, easily visible to those around you, increasing your armor class by 3.

Dreams

The Chained Goddess has access to the deep recesses
of your mind, and night time is her favorite time to
play. Be prepared to answer probing questions:
she likely already knows whatever it is you are
hiding, but she wants to hear you say it out loud.

Doing her Bidding

As you grow in power, the Chained Goddess may wish to
play with her new toy. You may awaken from a restful
slumber to find you are alone in an abandoned house or
with a new sword at your side. You may be psychicly forced to save someone's life or take it. You have disadvantage on saving throws against such effects.

Shunned by Society

Your physical appearance does not go unnoticed without concealment. The inhabitants of villages and towns you visit may refuse to sell to you or house you unless you can prove you mean no harm. Even then, some may chase you out of town.

Solitary Worship

In your journeys, you may come across others marked by the Chained Goddess. Be wary: the Chained Goddess appreciates competition for her approval amongst her followers, and thus not all may be friendly towards meeting you.

You may find worshipers of the Chained Goddess along the way. Temples of the Chained Goddess are likely placed in abandoned buildings or forest hollows. These temples are typically ornate, with ancient chandeliers, chain tapestries, or candelabras.

There is one high priest or priestess of the Chained Goddess, but any may become a priest or priestess. This is a life dedicated to the service of preaching the Chained Goddess's existence and beseeching others for help in her escape.

Marked by the Chained Goddess

+3 AC bonus
Resistance to fire damage
Disadvantage on saving throws against the Chained Goddess's control
Available Subclasses

Back

Contents

Don't see your class?

Work with your DM to mix and match features from some of the other features. Let me know if you write something yourself! Discord handle: jenshi#1799

Subclasses

The Chained Goddess's gifts may be specific to a class you have already chosen or can open doors to something new. Your DM should work with you to decide what path makes the most sense based on your story and choices.

The Cleric and Paladin classes do not have associated subclasses, as the Chained Goddess is not divine. If you have taken levels in these classes or want to try a different class, work with your DM to decide another class you can multi-class into. If you are a follower of another God or Goddess, work with your DM to determine what interactions or issues this new relationship may cause.

Additional Class Features and Weapons

Inventory

Weapons

Appendix A. Chain Fighting Techniques

Appendix B. Eldritch Invocations and Pact Boon

Appendix C. Metamagic

Back

Chain Fighter

Bulky Build

Starting at level 3, your AC goes up by 1. Additionally, you are resistant to non-magical bludgeoning damage.

Critical Chains

Starting at level 3, when you are wielding a flail, a chain whip, a chained morningstar, or spiked chain, on a critical hit, you may triple the damage instead of doubling. You may do this once per long rest. Refer to the table for additional gained critical chains.

Chain Fighting Technique

Starting at level 3, you have access to chain fighting techniques. You know two of your choice. Refer to the table for additional gained fighting techniques. Refer to Appendix A. for more details.

Chain Titan

Starting at level 7, your AC goes up by 2. Your appearance is malformed, as your skin bulges under the thick bony chains embedded in your flesh. Normal people are horrified by you. You are proficient in Charisma(Intimidation). Additionally, you are no longer able to wear armor, though other magical clothing that does not increase your AC is still wearable.

Untamed Fists

Starting at level 10, your unarmed strikes are 1d8's and can activate your Critical Chains.

Hazy Mind

Starting at level 10, you have disadvantage on Wisdom saving throws on effects you cannot see. Your mind is no longer your own, and you are forgetting....forgetting.

Chain Bonded

Starting at level 15, your bond with the Chained Goddess has reached a pinnacle. The rapport you have built with her is unbreakable. In moments of need, you may call on the Chained Goddess for aid. Though the Chained Goddess may choose not to aid, at your DM's discretion, she will aid you if she can. You may call upon her aid once per long or short rest.

Magnetic

Starting at level 15, you may expend your action to summon all chains within a 100 foot radius to your hand.

Chain Fighter Features
Level Critical Chains Techniques Known AC Increase
1st +3
3rd 2 2 +1
7th 3 3 +2
10th 4 5
15th 5 6

"He seemed more construct than man, his psyche broken and his personality erased. By the end, he was merely the axe he swung."

— The Writings of Iridus

Iridus Rex, former Ally

Back

Contents

Pact of the Chained Goddess Warlock

Pact Magic

If this is your first level in Warlock, welcome! If this isn't, it's time to make a choice as your patrons will not take kindly to competition.

At level 1, you learn the cantrips Eldritch Chains and Condemnation (page INSERT PAGE NUMBER HERE). Additionally, you learn the first level spells Inflict Wounds and Sense Emotion. Finally, you have one first level spell slot.

Aspiring Godhood

The Chained Goddess aspires to become a god. Because she exists in this in-between state of God and Otherworldly Being, your spellcasting ability is Wisdom and you have access to some Cleric spells in addition to Warlock spells. You may choose and refer to the expanded spell list.

Uninviting

Starting at level 1, you gain proficiency with Charisma (Intimidation). If you are already proficient, you must choose between expertise in Charisma (Intimidation) or proficiency in Wisdom (Religion). Otherwise, you gain proficiency in Wisdom (Insight).

Eldritch Invocations

In your time with the Chained Goddess, you have gained insight into how her abilities work. Studying her power over mortal emotions and the ability to bind things, you may choose to access Eldritch Invocations detailed in Appendix B. starting at level 2.

Pact Boon

Your loyalty to the Chained Goddess has not gone unnoticed. You may choose the Pact Boon detailed in Appendix B. starting at level 3.

We're Done Here

Beginning at level 6, you may decide you do not want someone to be alive anymore. Roll a d10. On a 9 or 10, the Chained Goddess will take care of them. When and how are up to her, at your DM's discretion. You may do this once per long rest.

The Voices Can Be Nice

Starting at level 6, you must roll a Wisdom saving throw with a DC15 every morning. On a success, it's business as usual. On a failure, you hear the sounds of hell whispering in your mind, potentially drowning out your allies' voices. These voices allow you to make all Wisdom saving throws with advantage until you take a long rest (besides the Wisdom saving throws generated by the Chained Goddess herself). Additionally, you have disadvantage on Perception checks until you take a long rest.

Hellish Countenance

Beginning at level 10, your body morphs further, with chains straining against the confines of your flesh. Your AC increases by 1. You gain resistance to non-magical bludgeoning damage.

You Do What I Say

Beginning at level 14, you can cast a level 1 Command at will. The Chained Goddess and her allies are immune to this version of casting the spell. If you have already learned Command, you must expend spell slots in order to get the higher level effects and to ignore the immunity of the Chained Goddess's allies.

Expanded Spell List
Spell Level Spells
1st Inflict Wounds
2nd Blindness/Deafness
3rd Bestow Curse
4th Guardian of Faith
5th Contagion
6th Forbiddance; Harm
7th Temple of the Gods
8th Holy Aura

Back

Contents

Daggerbond Rogue

Dagger Bonded

Upon completion of your metamorphosis, you awaken to find your daggers are attached to your wrists, their hilts embedded in your flesh. At level one, these daggers act as normal daggers, except that they cannot be thrown. They cannot be removed except through the use of a Wish spell or if your hands are severed. If you regrow your hands, the daggers reappear.

Dagger on a String

Beginning at level 3, you can, as an action, fire your daggers from your wrists, gnarled chains of yellow bone attached. Refer to the Weapons page - Chain Dagger to learn more about your weapons.

Bio-Grapple

Beginning at level 3, if you fire a dagger at your
target and beat its armor class by 5, you can, as a
bonus action, attempt to pull the target towards you
(or you to it).
Make a Strength(Athletics) check against your
target's Strength(Athletics) or Dexterity(Acrobatics).
On a success, your target is considered Grappled and:

Pulling the target towards you: The target must
be your Size or Smaller in order to pull it towards
you. Roll a d6 and multiply the result by 5. This is the distance you may pull your target towards you.
This ability applies to inanimate objects as well, per
your DM's discretion.

Pulling yourself to the target: The target must be
your Size or Larger in order to pull yourself to it.
Roll a d10 and multiply the result by 5. This is the distance you may pull yourself towards the target.
This ability applies to inanimate objects as well,
per your DM's discretion.

Recall: If your grapple fails, your dagger
clatters to the floor. Your target may, as a
reaction, grab the dagger and attempt to
grapple you using its Strength(Athletics) versus
your Strength (Athletics) or Dexterity
(Acrobatics). On a success, you are considered
grappled until the end of the target's next
turn or until you recall your dagger.

Unrestrained

Beginning at 9th level, when you fail a
grapple, you are no longer bound to
Bio-Grapple: Recall, though a creature may
choose to use its object interaction on its turn to
grab the dagger and use its action to grapple you.

Chain Choke

Beginning at 9th level, you may use your action to attempt to strangle a creature with your chains. Make a ranged attack with your dagger. If you beat its armor class by 1, the chain attached to your dagger loops twice around the creature's neck. If you beat its armor class by 4, the chain deals 2d6 bludgeoning damage to the creature, and it is considered Restrained and must use its Action on its next turn to attempt to remove the chain.

On its turn, if you Restrained it using this ability, the creature attempts to remove the chain. It must make a Strength (Athletics) check. On a failure, it takes an additional 1d6 bludgeoning damage. On a success, the creature removes the chain and is immune to this effect for 10 rounds.

Really Ranged

Starting at level 13, you may double the maximum effective range of your daggers, though your Bio-Grapple will not work in this doubled range. Additionally, if a creature attacks you at a maximum range, the attack auto-fails.

Back

Contents

Shredder

When you reach level 17, your ruthlessness is well-known by the world you live in and relished by the Chained Goddess. As an action, you may shoot both knives out at a target with a ranged attack. On a hit, you deal damage with both daggers. If you are able to apply Sneak Attack and beat their armor class by 5, you may also shred your target with your bonus action. Your knives lodge deeply into the target. You recall the daggers, as the chains deal double Sneak Attack
damage.

For as long as we had known her, she was calm and sweet and kind. Yet when she'd found she'd had enough, the strongest soldier in our company could not stop her.

— Unbound Journal, Blood-Soaked

Child of Chains Sorcerer

Magical Rage

You were not born with magical abilities, but a deep,

profound anger. Perhaps you've carried it like armor

on your skin or hidden it from the world, silent and

seething. Pledging yourself to the Chained Goddess

has unleashed the burden of your rage, giving you

access to a deep magical well of anger within.

You innately understand and can speak Infernal and

Celestial. Additionally, when making Charisma checks

with fiendish entities, you have advantage.

"I've watched too long as others took what was my divine right. I will not stop until all that is mine, is mine."

— Unbound Journal, Blood-Soaked

Uncanny Laughter

You know exactly what a well-timed laugh or smile can earn you in society -- and in a fight. In combat, you may use your bonus action to laugh at an opponent within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, choose to roll Charisma (Intimidation) or Charisma (Persuasion). If you beat their AC, you deal 1d6 psychic damage. This increases to 2d6 at level 6, 3d6 at level 14, and 4d6 at level 18.

Back

Contents

Summon Chains

Starting at level 6, as an action, you summon 2 chains from the elements around you. The material of the chains depends on where you are standing. If you are standing on stone, the chains are made of stone. If you are standing on grass, the chains are made of grass. If you are standing in fire...

These chains last for 1 hour, require Concentration, and are not considered a spell. They may be destroyed physically, depending on their material and the Armor Class of the material, per your DM's discretion, and have 10 hit points each. The chains are 30 feet long, are summoned in the same five feet of space, and may be summoned within 30 feet of you. You must complete a long rest before summoning your chains again. You may use your bonus action to do one of the following with your chains:

  • Imprison: Choose a target within range. This target must make a Dexterity saving throw. On a failure,
    the target is considered Grappled by the chains
    until the start of your next turn or until they are
    able to end the Grappled condition.
  • Chain Whip: Make a ranged spell attack. Any
    creature you choose within range of the chains
    that is hit by this attack takes 1d6 damage per
    chain, where the damage type comes from the
    material of your chains.
  • Trip: Your chains blend into your surroundings. Until the start of your next turn, the chains create difficult terrain in a 30 foot radius around them.
  • Chain Wall: Your chains may act as a barrier between your allies and your enemies, standing 30 feet straight into the air. Until the start of your next turn, when an enemy attacks you or your allies with the chains in between, that attack has disadvantage.

You gain an additional chain at level 14, and
another at level 18.

I Choose Violence

Starting at level 14, when you are not in combat and fail a Charisma ability check, you may take a surprise attack. A successful attack deals critical damage.

Hell's Baby

Beginning at level 14, you are immune to fire damage.

End it

At level 18, your attacks cause psychological turmoil for your enemies. If a creature has been in combat with you and your allies for 6 rounds, they have disadvantage on all Wisdom and Intelligence checks and saving throws. After 10 rounds, the creature has disadvantage on all attack rolls against you.

Try new Metamagic Features!

Check out Appendix C. to try some additional Metamagic abilities.

"She fights like a rabid animal. Her smile was so beautiful and yet I will remain haunted and watching. I know she hunts me. I know--" The journal ends here.

— Unbound Journal, Blood-Soaked

Back

Contents

.

College of Manipulation Bard

Humble Yourself

Beginning at level 3, you have mastered the art of digging at your enemies' insecurities. If you are not in combat, you spend one minute in conversation with a creature, after which you are able to cast Detect Thoughts without using a spell slot or learning the spell. If you are successfully able to probe deeper, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks until the spell ends. You may do this twice per long rest, three times at level 6, and five times at level 14.

Cruelty

Starting at level 3, you learn the spell Vicious Mockery, if you do not already know it. When you cast this spell, roll a Charisma (Intimidation) check against the creature's Wisdom saving throw. If the creature fails the saving throw and you succeed your check, Vicious Mockery deals maximum damage.

Make 'em Cry

Beginning at level 6, you've learned better than anyone that hurt people, hurt people. The Chained Goddess loves to make you hurt, but she loves to see you hurt others much more. As a reaction, you may expend a Bardic Inspiration die to cause your target to second-guess themselves. Subtract the number on the die from a target's ability check or saving throw and use this new value as the target's ability check or saving throw.

Choir of Nephilim

At level 6, when you make a Charisma (Performance) check, you may choose to make a Charisma (Intimidation) check instead. If you do so, and the check is a success, all who hear your performance are considered Stunned for 1 round.

Revered or Reviled

Beginning at level 14, you bend lower creatures' psyches to your will, though you are forever bent to the Chained Goddess's will. You make all Charisma (Persuasion) and Charisma (Intimidation) checks on creatures 5 levels below yours with advantage. Additionally, if you succeed on your check, and the creature is 10 levels below yours, the creature is considered under the effect of Dominate Person spell, until it makes a successful Wisdom saving throw.

Devil's Tongue

At level 14, the Chained Goddess is impressed by your knowledge and grants you insight into her plans. You know Infernal, Celestial, and Deep Speech if you do not know them already.

Instruments and Weapons

Check out some new instruments to play and weapons to wield.

Back

Contents

Inventory

Instruments

Nyckelharpa

An instrument played with a bow while standing.
The sound it makes is so forlorn.

Weight: 4 lbs.

Cost: 10 gp.

Erhu

An instrument played with a bow while seated.
The sound it makes is nostalgic.

Weight: 4 lbs.

Cost: 10 gp.

Miscellanous Items

Pillow

A comfy headrest or a good seat on a long wagon ride.

Weight: 1 lb.

Cost: 3 gp.

Ribbon

One could use this tie up their hair, attempt
murder, or add to a hat.

Weight: N/A

Cost: 1 gp.

Mask

This item lowers the DC on Stealth checks -- as long as no one has seen that mask before.

Weight: N/A

Cost: 3 gp.

Map

If you are proficient in Survival, you do not need to roll to find a location that is described here.

Weight: N/A

Cost: 15 gp.

Magic Items

Soul Gem

The soul of a creature lays trapped in a gem.

Soul gems can be powerful or simple magical artifacts. Like the creature residing within, every soul gem is unique, and may offer different powers, abilities, and insights into others. The only way to activate a soul gem is through blood. You may choose to embed it in your arm, face, leg, or skull to access its capabilities. Or, you can apply it to jewelry, armor, or weapons where blood could be easily splashed. Work with your DM to determine what happens with your soul gem.

Weight: Immeasurable

Cost: What is the Worth of a Soul?

Flame Robe

A thin white loop of ribbon, draped over the shoulders.

This thin circlet covers you in flames upon speaking the command word. You gain +4 to intimidation for the duration against anyone not immune or resistant to fire damage. Melee attacks deal an additional 2d6 fire damage. You may expend one action to light something on fire, provided it is flammable. A creature that you set on fire may expend its action to douse the flames. Each round the creature/item is on fire, it will take 3d6 fire damage. If you are reduced to half health, a fiery explosion occurs, dealing 4d6 fire damage to everything/everyone within a 10 foot radius, after which you must roll a d6. On a 5 or higher, the armor regains all expended uses. Otherwise, you cannot use the armor again for 48 hours. You have 3 activations. Each activation lasts 2 rounds. You are immune to the fire this item creates as long as you wear it.

Weight: N/A

Cost: 2,500 gp.

Back

Contents

Kenshutsu Okane

A gawdy golden ring that fits every finger.

This ring may be activated once a day. It will find the most expensive loot within 1000 feet of you. Once found, the trail disappears.

Weight: N/A

Cost: 11,000 gp.

The Psylicium

A bright orange orb, held in your hands.

This is a one-of-a-kind magic item, found deep in a cave of mushrooms. It takes, stores, and gives health. Its maximum storage of health points is 9,000.

Giver of Life: 1d10 per character level health to all creatures in a 30 foot radius, once per day using the power word.

Taker of Life: 1d10 per character level health from all creatures in a 30 foot radius. This happens once a day until maximum storage is reached.

Weight: 4 lbs.

Cost: 90,000 gp.

Tengurasan

A ship held aloft by a massive balloon.

A sky ship powered by a mystery (at your DM's discretion), such as a magical engine containing raw spell energy, a regular fire, or a powerful druid with the wind at their command.

These ships have a fly speed of 100 ft in all directions. They can be outfitted with weapons, carry a maximum load of 5,000 to 20,000 pounds, and take anywhere from 3 to 45 crew members to maintain it, depending on the ship.

Weight: It can't fit in your little backpack, so no.

Cost: 45,000 gp.

The Heart of Mask

A massive crystal held by cables and vines, nestled within a cave and thrumming a mysterious beat.

A ritual can be performed by touching this crystal, leaving all of your stolen goods in front of it, and pledging yourself to the service of Mask, the god of thieves. Doing so grants you a magical artifact of Mask's (your DM's) choosing. But be warned -- service to a God is not a thing to take lightly...

Back

Contents

Weapons

Chain Whip
Morning Star
Kusari-gama
Weapon Cost Damage Weight Properties Type
Spiked Chain 350gp 1d10 piercing 4 lb. Chain, Reach Martial, Melee
Kusari-gama 400gp 1d12 slashing 5 lb. Chain, Range(10/100), Reach Martial, Melee
Chain Whip 100gp 1d6 slashing 2 lb. Chain, Finesse, Range(10/60), Reach Martial, Melee
Chained Morningstar 400gp 1d8 bludgeoning 2 lb. Chain, Range (10/80), Reach Martial, Melee
Adamantine Chain 1000gp 3d4 bludgeoning 9 lb. Chain, Heavy, Reach Martial, Melee
Chain Blade 400gp 1d8 slashing 2 lb. Chain, Reach, Finesse Martial, Melee
Chain Dagger 200gp 1d4 piercing 1 lb. Chain, Finesse, Range(10/100), Light Martial, Melee
Flail 200gp 1d8 bludgeoning 2 lb. Martial, Melee
Manriki Chain 100gp 1d4 bludgeoning 1 lb. Light Martial, Melee

Kusari-gama

Attacks with this weapon have disadvantage at 5 foot range.

Chain Whip

Attacks with this weapon have disadvantage at 5 foot range. You can use your action to attempt to trip instead of doing damage. On a successful attack, the target falls prone.

Chained Morningstar

Attacks with this weapon have disadvantage at 5 foot range.

Chain Dagger

Attacks with this weapon have disadvantage at 5 foot range (excluding Daggerbound Rogues).

Manriki Chain

Back

Contents

Nephilim

"An angel, but for his eyes."

—Mother of a newborn Nephilim.

History


As part of his great experiment, the Lord of the Nine Hells continues to have children with the Gods and other Celestial beings. Some of these creatures are given to parents to raise, some are left on the doorsteps of churches, and some are left in the wilderness alone to fend for themselves. Nephilim are not bound to a culture or an identity, and usually live a life desperate for a family they did not have, a culture that does not exist, and a place in the world in which they were left but were not born from.

Appearance


Nephilim display traits from both their Celestial and Infernal parentage. Oftentimes, they may look like Tieflings, save for some distinguishing difference. Most are born black, white, or red horns. Some have pupil-less white or blue eyes. Their hair may be stark white or raven black. Their skin is usually very pale. Additionally, Nephilim will contain some trait related to the God who birthed them. For instance, a child of Tymora may have bright green eyes. Work with your DM to determine this characteristic.

Nephilim Names


Nephilim do not have a standard naming convention. A Nephilim being raised by Tieflings will likely use Tiefling naming conventions. An orphaned Nephilim growing up alone may choose a name based on their environment or a memory. A Nephilim may also be given a name by one of their parents, though Asmodeus has never named any of his children to date.

Nephilim Traits


Ability Score Increase. Your Charisma score increases by one, and your Intelligence score by 2.

Age. Nephilim age in the same way as Tieflings. Your lifespan is nearly exactly 100 years, as without growing in power, your Celestial and Infernal blood create a biological nightmare within your body. Nephilim may extend their life through consumption of other Nephilim.

Alignment. Your alignment depends entirely on your relationship with your parents as well as the alignment of the God who birthed you.

Size. Your size is Medium, though your height is based on the God who birthed you. Your size increases to Large after consuming 2 Nephilim. Your size increases to Huge after consuming 7 Nephilim. Your size increases to Gargantuan after consuming 15 Nephilim.

Speed. Your base walking speed is 30 feet.

Languages. You know Infernal, Celestial, and Common.

Hellish Background. You have resistance to fire damage.

Magical Blood. You know Thaumaturgy and Light. These do not count towards your known spells.

Sibling Feed. When you consume part of one of your siblings, you absorb part of their soul but also gain part of their power. If you completely consume your sibling, you will have all of their soul and power in addition to yours. This causes a physical metamorphosis to occur in order to deal with the extra power.

Consumed a Sibling

When you consume your first Nephilim, you gain the following benefits:

Righteous Fury. Injustice speaks to you on a deep primal level, inciting an anger far in your core. When these acts occur, you may expend three hit dice to teleport up to 30 feet to an unoccupied space you can see, exploding with radiant fire on impact. Each creature within 10 feet of the space that you arrive at must succeed a Dexterity saving throw against your spell save DC, halved. On a failure, each creature will take 1d8 + your charisma modifier radiant or fire damage (DM discretion). On a success, the creature will take half damage. Once per day.

Ancient Appearance. You have proficiency in Intimidation and Persuasion skills.

Taller. Your height increases by 2 feet.

Consumed Two Siblings

When you consume your second Nephilim, you gain the following benefits:

Untouchable. You have immunity to fire damage.

Hell's Angel. A glowing red halo appears above your head, and you gain a pair of horns in addition to any horns you already have. Additionally, your body temperature increases. You do not require cold weather gear in harsh cold environments, however spending more than 1 round on icy terrain will cause 5 square feet of that ice to melt.

Taller. You are considered a Large creature.

Consumed Seven Siblings

When you have consumed seven Nephilim, you gain the following benefits:

Fire at your Fingertips. You can cast Flaming Sphere at will.

Winged Demon. Black wings sprout from your back. Once per day, you can use these wings to fly for 1 hour.

Taller. You are considered a Huge creature.

Consumed Fifteen Siblings

When you have consumed fifteen Nephilim, you gain the following benefits:

Birthright. You can cast Flame Strike twice per day.

New Home. Though you are not welcome amongst mortals, you know where you belong. Once per day, you can cast Plane Shift and choose a level of Hell to visit. This spell only allows you to travel there, and no others.

Taller. You are considered a Gargantuan creature.

Back

Contents

Stat Blocks

You may encounter the Chained Goddess in any situation, and its best the monster is scaled to the man. The Chained Goddess increases in power the more followers she has, the more Nephilim she has eaten, and the more allies she finds. Her appearance, in turn, becomes more hellish.

Additionally, you may encounter the Chained Goddess once she has been freed. She may have summoned the armies of hell or heaven to her side. She may have allied with your sworn enemies. Feel free to change and update these statblocks according to you and your game's needs.

Enjoy these statblocks for low, mid, and high-level encounters. Who knows, you may have to use them all in your campaign!

The Chained Goddess - Low



The Chained Goddess

Large fiend, Neutral Evil


  • Armor Class 14
  • Hit Points 152 (16d10 + 64)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws Int +8, Cha +9
  • Skills Deception +12, Intimidation +12, Persuasion +9, Religion +8
  • Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, grappled, stunned
  • Senses blindsight 120 ft., darkvision 300 ft., passive Perception 13
  • Languages Celestial, Common, Dwarvish, Infernal, telepathy 1000 ft.
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The Chained Goddess's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Calm Emotions, Command
3/day each: Summon Lesser Demons

The Goddess of Chains. The Chained Goddess can summon a maximum of 6 chains. Each chain has its own Attack action.

Legendary Resistance (1/day). If the The Chained Goddess fails a saving throw, She can choose to succeed instead.

Actions

Chain Whip. The Chained Goddess's chain can target anyone within 20 feet of it. The chain makes a single attack (1d20+9). On a hit, the creature takes 4 (1d8) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 13 (2d8 + 4) piercing damage.

Legendary Actions

The Chained Goddess can take 1 legendary action at the end of another creature's turn. The Chained Goddess regains spent legendary actions at the start of Her turn. Summon Chains. The Chained Goddess summons one chain anywhere within a 50 foot radius. Grief-Stricken. All creatures in a 60 foot radius must make a DC 14 Wisdom saving throw. On a failed save, a creature is overcome by grief, and is considered Stunned until the start of its next turn.

Back

Contents

The Chained Goddess - Mid



The Chained Goddess

Huge fiend, Neutral Evil


  • Armor Class 14
  • Hit Points 273 (26d12 + 104)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 22 (+6) 18 (+4) 26 (+8)

  • Saving Throws Int +10, Cha +12
  • Skills Deception +16, Intimidation +16, Persuasion +12, Religion +10
  • Damage Resistances fire, radiant
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, grappled, stunned
  • Senses blindsight 120 ft., darkvision 300 ft., passive Perception 14
  • Languages Celestial, Common, Dwarvish, Infernal, telepathy 1000 ft.
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The Chained Goddess's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Calm Emotions, Command
3/day each: Summon Lesser Demons

The Goddess of Chains. The Chained Goddess can summon a maximum of 12 chains. Each chain has its own Attack action.

Legendary Resistance (1/day). If the The Chained Goddess fails a saving throw, She can choose to succeed instead.

Actions

Chain Whip. The Chained Goddess's chain can target anyone within 20 feet of it. The chain makes a single attack (1d20+12). On a hit, the creature takes 4 (1d8) bludgeoning damage.

Chain Hold. The Chained Goddess's chain can target anyone within 20 feet of it. The target must make a Dexterity (Acrobatics) or Strength (Athletics) check DC 16. On a failed save, the target is Grappled.

Bite. Melee Weapon Attack: +8 to hit, one target. Hit: 13 (2d8 + 4) piercing damage.

Legendary Actions

The Chained Goddess can take 1 legendary action at the end of another creature's turn. The Chained Goddess regains spent legendary actions at the start of Her turn.

Summon Chains. The Chained Goddess summons two chains anywhere within a 50 foot radius.

Grief-Stricken. All creatures in a 60 foot radius must make a DC 16 Wisdom saving throw. On a failed save, a creature is overcome by grief, and is considered Stunned and Blinded until the start of its next turn.

Back

Contents

The Chained Goddess - High



The Chained Goddess

Huge fiend, Neutral Evil


  • Armor Class 16
  • Hit Points 472 (45d12 + 180)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 18 (+4) 24 (+7) 18 (+4) 30 (+10)

  • Saving Throws Int +12, Cha +15
  • Skills Deception +20, Intimidation +20, Persuasion +15, Religion +12
  • Damage Immunities fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, grappled, stunned
  • Senses blindsight 120 ft., darkvision 300 ft., passive Perception 14
  • Languages Celestial, Common, Dwarvish, Infernal, telepathy 1000 ft.
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/day). If the The Chained Goddess fails a saving throw, She can choose to succeed instead.

Innate Spellcasting. The Chained Goddess's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Calm Emotions, Suggestion, Command
3/day each: Summon Lesser Demons
1/day each: Conjure Celestial

The Goddess of Chains. The Chained Goddess can summon a maximum of 12 chains. Each chain has its own Attack action.

Actions

Chain Whip. The Chained Goddess's chain can target anyone within 20 feet of it. The chain makes a single attack (1d20+15). On a hit, the creature takes 4 (1d8) bludgeoning damage.

Chain Hold. The Chained Goddess's chain can target anyone within 20 feet of it. The target must make a Dexterity (Acrobatics) or Strength (Athletics) check DC 19. On a failed save, the target is Grappled.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +11 to hit, one target. Hit: 15 (2d8 + 6) piercing damage.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Grief-Stricken. All creatures in a 60 foot radius must make a DC 17 Wisdom saving throw. On a failed save, a creature is overcome by grief, and is considered Stunned and Blinded until the start of its next turn.

Needle. The Chained Goddess chooses a creature within a 50 foot radius that can hear Her. It must make a Wisdom saving throw DC 23. On a failed save, the creature has disadvantage on all Attacks, Ability checks, and Saving throws until the start of its next turn.

Summon Chains. The Chained Goddess summons two chains anywhere within a 50 foot radius.

Back

Contents

Appendix A. Fighter Class

Similarly to the Battle Master Fighter maneuvers, you may choose maneuvers from the following list. You gain superiority die, which work identically to the Battle Master fighter. Keep in mind that these maneuvers only work with weapons with the Chain property. Work with your DM to determine if you can also choose from the Battle Master Fighter maneuvers list.

Maneuvers

  • Backwhip Maneuver. When an enemy is behind you on your turn, you can expend a Superiority die to swing your chain backwards. Make an attack and add your superiority die to the Attack roll.
  • Browbeat Maneuver. If you successfully hit a creature within 10 feet of you, you can expend a Superiority die to drive in the hurt by grabbing a 30 centimeter portion of the chain and making an additional short burst attack. Move five feet towards this enemy, without provoking opportunity attacks, and make an Attack roll. On a hit, add your Superiority die to the damage.
  • Catch Maneuver. If an ally within your chain's range will fall prone, you can expend a Superiority die and use your reaction to catch your ally.
  • Double Chained Maneuver. On your turn, you may expend a Superiority die to grab the middle of your chain and create two smaller chain weapons that act as Manriki chains. You make four attack rolls and deal Manriki chain-damage for each hit. Add your superiority die to one of the damage rolls.
  • Drag Maneuver. If a target is Grappled, Restrained, Prone, or Unconscious within range of your chain, and you did not cause it, you may expend a Superiority die and use your Reaction to drag the target. Make a ranged attack against the creature's AC with advantage. On a success, you may move up to half your movement speed and drag the target in that direction. The target will not provoke opportunity attacks, but you will.
  • Grab Maneuver. When a creature attacks you unarmed or with a weapon within five feet of you, you can expend a Superiority die and use your reaction to grab their arm. Make a contested Dexterity check. On a success, you grab their arm, causing all their attacks on you to have disadvantage until the start of your next turn.
  • Grapple Maneuver. When a creature within range of your weapon attacks you or an ally, you may use your Reaction and expend a Superiority die attempt to grapple them. Roll a Strength (Athletics) check against the creature's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is considered Grappled, and their first attack on this turn has disadvantage.
  • Snap Maneuver. You can use your Reaction on enemy you can see within range to attempt to snap an object out of their grasp. Roll a Dexterity check against your target's Strength saving throw, adding your Superiority die to the roll. On a success, the object flies out of their hands. Roll a d4, where 1 is North, 2 is East, etc. The object flies 10 feet in that direction.
  • Strangle Maneuver. When you hit an enemy, you can expend a Superiority die to attempt to strangle your enemy. Make a Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you fail, you can add your Superiority die to the roll, otherwise you deal bludgeoning damage equal to your Superiority die roll. If you succeed, your chain wraps around the target's neck, Restraining it.
  • Tornado Maneuver. If there are more than one enemies within range of your chain at the end of your turn, you can expend a Superiority die to spin your Chain over your head. Make a single attack roll that will be for all enemies. Roll damage for each individual target and add your Superiority die to one of the damage rolls.
  • Trip Maneuver. When a target ends its turn within range of your chain, you can expend your reaction to attempt to trip them. Roll a Dexterity check against the target's Dexterity saving throw. On your success, the target trips and falls Prone.
  • Wrap Maneuver. On your turn, if you hit a target and beat its Armor Class by 5, you can expend a Superiority die and move up to half your movement speed to wrap your target in your chain. The target is considered Grappled and must make a Dexterity saving throw. On a failure, the target is considered Restrained.

Check out some chain fighting techniques and see if you can come up with some additional maneuver ideas!

Back

Contents

Appendix B. Warlock Class

Eldritch Chains

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You fling forth eldritch chains from the core of your being and attempt to bind another creature with these chains. An unwilling creature must make a Dexterity saving throw, on a failure the creature is bound to the effects determined by your patron. These effects last for one minute or until either you or the targeted creature are reduced to 0 hitpoints.

These chains in particular burn the very soul of whoever is afflicted with them. Upon failing their Dexterity saving throw, the targeted creature takes 1d6 Fire damage. Additionally while concentrating on this spell you can use your bonus action to apply the 1d6 fire damage again, though the target will make another Dexterity saving throw at disadvantage.

At 5th level the damage is increased to 2d6 on initial and subsequent turns. At 11th level the damage is increased to 3d6. At 17th level the damage is increased to 4d6 and the targeted creature is considered to have fire vulnerability.

Condemnation

Designed by Aelsius

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You point your finger and condemn a target you can see within 30 feet. It must be able to see and hear you. The target makes a Wisdom saving throw or it takes 1d4 radiant damage and its speed is reduced to 0 until the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Eldritch Invocations

In addition to other Eldritch Invocations, you may choose from the following Eldritch Invocations.

Bringing Hell to You. Prerequisite: Level 6. You can add Summon Lesser Demons to your list of known spells. When you cast this spell, each of the demons you summon will deal an additional damage die on a hit, though the spell lasts for Concentration, up to 30 minutes.

Chained Avatar. Prerequisite: Pact of the Chained Goddess, Level 10. Your body can now withstand allowing the Chained Goddess to use your body as an avatar. Once per long rest, you can call upon her to take over your body for 15 minutes.

Compelling. Prerequisite: Pact of the Chained Goddess, Level 4. You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Come Here. Once on each of your turns, when you hit a creature with Eldritch Chains, you can move that creature five feet in a straight line towards yourself, which does not provoke opportunity attacks.

Friends with Foes. Prerequisite: Must have taken the Bringing Hell to You invocation. When you cast Summon Lesser Demons, all demons are friendly to you and your allies. You no longer need the components for this spell. Additionally, roll d12. On a 6 or a 9, the number of demons you summon doubles.

Kneel. When you attempt a Charisma (Intimidation) check and you succeed, the target falls prone. The target does not need to expend half its movement to stand up.

Minions. Prequisite: Level 9. When you summon a creature, you can roll a Charisma (Persuasion) or Charisma (Intimidation) check against the creature's Wisdom check. On a success, the creature will remain with you for 24 hours, though it might not fight alongside you (per the DM's discretion).

Born Anew. Prerequisite: Pact of the Chained Goddess. In addition to your current racial features, you are now also a Tiefling. You gain access to Hellish Resistance, Darkvision, the language Infernal, and your Charisma goes up by 2.

Pact Boon

Pact of the Chained Goddess.

  • You have advantage on all Wisdom saving throws against effects you can see.
  • When you eat other members of your race, you regain hit points. For every 30 minutes you eat, you regain a health potion's-worth of health.
  • Your Constitution score goes up by 3.

Back

Contents

Appendix C. Sorcerer Class

Metamagic

Chained Spell. After casting a spell of 1st level or higher, you can expend 4 sorcery points and a spell slot to cast a spell of one level lower. For example, if you cast a 3rd level spell, you could cast a 2nd or 1st level spell.

Imprisoned Spell. On your turn, you can expend a sorcery point to reroll your choice of damage dice, and take the higher of the rolls. You must not have moved on your turn in order to use this, and your speed is reduced to zero until the start of your next turn.

Murderous Spell. If your spell ends the target's life, you can expend a sorcery point to carry any leftover damage to another target within range.

Rage Spell. If you have less than half your maximum hit points, you may expend two sorcery points to cast a spell as a reaction.

Treacherous Spell. You can expend two sorcery points to cast a spell stealthily. A creature must roll a Wisdom (Perception) check against your spell save DC
in order to know you are casting the spell, and they
have disadvantage on the roll.

Back

Contents

Will you

release her?

In a cavern deep beneath the surface, She waits for you to find her, asking to be free.

Created by

Chloe Ingram