Imprisoned (5e Class)
Imprisoned[edit]
You have been cursed by a powerful being—perhaps a god, a lich, a terrible monster, or even an unknown entity. This curse can take many forms, but it usually binds you in some way. Maybe some of your memories have been locked away, your soul is held by the curser, or you were even physically imprisoned in a specific place. Whatever the specifics of your curse, it also grants you certain powers. (You and your DM should discuss the nature and rules of your curse before playing as an Imprisoned.)
Creating an Imprisoned[edit]
- Quick Build
You can create an Imprisoned quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Haunted background. Third, select Scale Mail as your armor.
Class Features
As a Imprisoned you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Imprisoned level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Imprisoned level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Nature, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale mail or (b) Leather armor
- (a) Explorer's pack or (b) Schoolar's pack
- If you are using starting wealth, you have 3d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Scourge Die | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Chains of Fate, Spellcasting | -- | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Scourge, Iron Prison | d6 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Aspect Feature | d6 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | d6 | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Aspect Feature | d8 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | d8 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Arcane Sense | d8 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | d8 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Aspect Feature | d10 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | d10 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Locked Knowledge | d10 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | d10 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Aspect Feature | d10 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Punish the Prisoners | d12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | d12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | d12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Resolute Pain | d12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | d12 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | d12 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Aspect Feature | d12 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Chains of Fate[edit]
Starting at 1st level, you gain two chains bound to your wrists that cannot be unequipped while you have levels in this class. These chains count as simple weapons with which you are proficient. They deal 1d6 bludgeoning damage, have the light and finesse properties, and have a reach of 15 feet. The chains can also be used as a spellcasting focus for you, but they prevent you from using any weapons or shields in your hands. Outside of combat, you can make the chains physically disappear.
Spellcasting[edit]
Also at 1st level, you gain the ability to cast spells. Your curse is filled with magical power, and you can harness some of it for your own use.
Cantrips You know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips at higher levels, as shown in the Cantrips Known column of the Imprisoned table.
Spell Slots The Imprisoned Spell Table shows how many spell slots you have and their level. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells You prepare the list of spells available for you to cast. To do so, choose a number of spells from the warlock spell list equal to your Charisma modifier + your Imprisoned level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability Charisma is your spellcasting ability, representing your ever-growing connection to your curse and your ability to wield it.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Scourge[edit]
At 2nd level, you gain a number of Scourge Points equal to your Charisma modifier. You regain all points when you finish a short or long rest.
Many of your class features use Scourge Points. Whenever you expend one, roll a d6, and you lose hit points equal to the number rolled.
At higher levels, the die you roll increases: d8 at level 5, d10 at level 9 and d12 at level 14
Iron Prison[edit]
At 2nd level, you can summon chains to restrain a target. As an action, choose a creature you can see within 30 feet. The target must make a Strength saving throw against your spell save DC. On a failure, it becomes restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Large creatures have advantage on this saving throw.
You cannot use this feature on Huge or larger creatures.
When you use this feature, you may spend one Scourge Point to add half of the rolled value to the initial save DC.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Imprisoned Aspect[edit]
At 3rd level, you choose an Aspect. Choose between: Frost Iron Aspect, Blood Stream Aspect or Shadow Link Aspect. All aspects are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 9th, 13th, and 20th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Arcane Sense[edit]
At 7th level, your chains become sensitive to magical sources.
You can concentrate on your chains for 1 minute to sense if magic is nearby. If there is any magic within 60 feet, your chains slightly point toward it, revealing its exact location.
Additionally, you can cast identify without expending a spell slot on any object wrapped in your chains.
Locked Knowledge[edit]
At 11th level, you can harness power and lock it inside your chains. When you finish a long rest, you may choose one spell of a level for which you have spell slots to be your Locked Spell, and this spell does not need to be from the warlock spell list. You can cast this spell once per long rest without expending a spell slot.
Punish the Prisoners[edit]
At 14th level you learned how to take advantage of the foes you imprison with your chains.
You can use your Iron Prison feature as a bonus action.
When attacking a creature restrained by your iron prison with advantage, you roll 3 dice instead of 2 and take the highest result.
Creatures restrained by your iron prison have disadvantage on saving throws against your spells.
Resolute Pain[edit]
At 17th level: Your Scourge Point maximum increases by 3, and you regain 2 Scourge Points every time you roll for initiative.
Frost Iron Aspect[edit]
Imprisoneds who follow the Frost Iron Aspect specialize in fighting with their chains. They usually engage in close combat, using spells as a support tool.
- Frost Iron Aspect Spells
Level | Spells |
---|---|
1st | inflict wounds, armor of agathys |
3rd | mirror image, spiritual weapon |
5th | bestow curse, spirit shroud |
7th | fire shield(cold), banishment |
9th | steel wind strike, contagion |
- Stronger Chains
Beginning at 3rd level, your chains grow stronger:
Their damage type changes to cold damage.
Their base damage increases to 1d8. This further increases to 1d10 at 6th level and 1d12 at 11th level.
Additionally, when you hit an enemy with an attack using your chains, you may spend a Scourge Point to deal extra damage equal to twice the number rolled.
- Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Frost Mending
Also at 5th level, your chains channel freezing energy that restores your vitality:
Your chains deal additional cold damage equal to your Charisma modifier.
When you hit a creature with your chains, you regain hit points equal to your Charisma modifier + half your proficiency bonus (rounded down).
- Chained Magic
At 9th level, you gain the ability to infuse your chains with magic.
When you hit an enemy with an attack using your chains during your turn, you can use your bonus action to cast a touch-range spell, targeting the creature you hit.
If the spell deals damage and you spent a Scourge Point to enhance the attack with your Stronger Chains feature, you may add the extra damage to the spell as well.
You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a short or long rest.
- Freezing Death
At 13th level, you have mastered the ability to strip the heat from your foes.
As an action on your turn, you force an enemy within 30 feet to make a Constitution saving throw against your spell save DC.
The target has disadvantage on the save if it has not taken a turn yet.
On a failed save: The target takes 2d10 cold damage and loses any resistance or immunity to cold damage. If the target had no resistance or immunity, it becomes vulnerable to cold damage.
On a successful save: Nothing happens.
You can use this feature once per long rest.
- Neverending Winter
At 20th level, you unleash the full power of your curse, causing a massive cold wave to fall upon your foes.
When you roll for initiative, you may spend any number of Scourge Points. For each point spent, choose one creature within 60 feet, each target must make a Constitution saving throw against your spell save DC:
On a failed save: The creature is paralyzed until the end of its turn.
On a successful save: The creature is not paralyzed, but its speed is reduced to 0 until the end of its turn.
If the creature does not have cold resistance or immunity, it rolls the saving throw with disadvantage.
Shadow Link Aspect[edit]
Imprisoneds who follow the Shadow Link Aspect focus on enhancing their spells to maximum power. They are usually frail, but capable of devastating the battlefield.
- Shadow Link Aspect Spells
Level | Spells |
---|---|
1st | dissonant whispers, chaos bolt |
3rd | shatter, darkness |
5th | hunger of hadar, Gaseous Form |
7th | black tentacles, greater invisibility |
9th | planar binding, cloudkill |
- Void Call
Beginning at 3rd level, you can enhance your spells at the cost of your own life essence:
Whenever you cast a spell, you can spend a Scourge Point and add the result to the spell’s damage.
If the spell hits the same target multiple times, the bonus only applies to the first hit.
If the spell hits multiple enemies, each target takes the additional damage.
If you kill a creature using this feature, you regain one use of your Scourge feature.
You must declare the use of this feature before rolling any dice.
- Seducing Darkness
At 5th level, your curse enhances your persuasive abilities:
Whenever you make a Charisma-based skill check, you can spend a Scourge Point and add the result to the roll.
- Power Overflow
At 9th level, your Void Call feature becomes even stronger.
Whenever you use Void Call, you can choose one of the following additional effects instead of the damage increase:
- The spell is cast as if using a spell slot one level higher.
- The spell's save DC increases by 2.
- The spell's range is doubled.
- You can cast any spell from the warlock spell list, even if you haven't prepared it.
- Nightmare Fuel
At 13th level, you can turn death into a terrifying vision. Whenever a creature within 60 feet of you that you can see is killed, you can use your reaction to cause its body to release horrifying images of pain and suffering. All enemy creatures within 20 feet of the target must make a Wisdom saving throw against your spell save DC. On a failed save, they are frightened until the end of their next turn.
- Black Hole
At 20th level, you can channel all your power into a single point, generating mass destruction. As an action, you spend 3 spell slots of any level to create a Black Hole. Every creature within 40 feet of the selected point takes damage equal to: (Total levels of spell slots spent) × 2 × d12.
Blood Stream Aspect[edit]
Imprisoneds who manifest the Aspect of the Blood Stream gain the ability to create a powerful ally formed from the flesh and bones of their slaughtered foes.
- Blood Stream Aspect Spells
Level | Spells |
---|---|
1st | command, sanctuary |
3rd | crown of madness, enthrall |
5th | meld into stone, life transference |
7th | compulsion, polymorph |
9th | enervation, seeming |
- Flesh Puppeteer
Starting at 3rd level, you can create a puppet made of blood, flesh, and bone. This small monstrosity takes any shape you choose. In combat, the puppet acts on your turn. It can move and use its reaction independently, but it only takes the Dodge action unless you use a bonus action to command it to take another action.
When you command the puppet, you can spend a Scourge Point and choose to either:
- Heal the puppet for twice the number rolled.
- Add the number rolled to the damage of one of its attacks.
If you become incapacitated, the Flesh Puppet can take any action of its choice, not just Dodge.
Outside of combat You can see and hear through the puppet as if it were your own body.
If it moves more than 300 feet away from you, it drops to 0 hit points and melts into a pool of blood.
You can absorb the puppet into your body, and when you roll initiative, you may manifest it as a free action.
If the puppet is destroyed, you can recreate it during a long rest.
Casting Spells Through Your Puppet
On your turn, you can use your action to make your Flesh Puppet cast one of your spells.
The spell's range and point of origin are calculated from the puppet's position.
The puppet can concentrate on one spell, while you concentrate on a different spell.
You cannot cast "Self" spells through your puppet.
Small monstrosity, any alignment Armor Class 10+ your charisma modifier + your PB
Skills Athletics +4, Perception +2, Stealth +5 ACTIONSClaws: Melee Weapon Attack: Cha+PB to hit, reach 5 ft., one target. Hit: 1d6 + Cha Slashing damage
|
At 7th level, your Flesh Puppet size becomes Medium. At 11th level, it becomes Large.
You can revert it to a smaller size as an action.
- Sanguine Assimilation
Also at 3rd level, you gain access to Sanguine Assimilations, which are upgrades for your Flesh Puppet. You choose two Sanguine Assimilations at level 3. You gain additional ones at levels 5, 7, 11, and 14. You can replace one Sanguine Assimilation each time you gain another one.
- intoxicating Blood
At 5th level, your blood develops potent effects on those who drink it.
As an action, you can deal 1d4 damage to yourself to extract 1 ounce of blood. The blood has a sweet, addictive flavor and a fruity aroma.
Any non-hostile creature that drinks the blood must make a Constitution saving throw.
- On a success: The creature becomes drunk, as if it had consumed excessive alcohol, and is poisoned for 1 hour.
- On a failure: The creature is charmed by you for 8 hours. It perceives you as unmatched in beauty and charisma, willingly performing favors for you unless they are obviously harmful. When the effect ends, the creature gains 1 level of exhaustion and realizes it was poisoned.
Additionally, You can use features that require Scourge Points even if you have none left, but the damage you take is doubled.
- Hemochains
At 9th level, your Iron Prison feature is empowered by infusing your chains with blood:
Large creatures no longer have advantage on their saving throw.
The first time a creature fails the save, you can force it to make one attack against any target within its range.
Each time the creature fails the save again, you can force another attack.
The attacks made by this feature don't have disadvantage due to the restrained condition."
- Body Exchange
At 13th level, your bond with your Flesh Puppet deepens, allowing you to cheat death.
When you are reduced to 0 hit points, you can sacrifice your Flesh Puppet to save yourself. Your puppet explodes, releasing bone shards in a 20-foot radius. All creatures in the area must make a Dexterity saving throw against your spell save DC. On a failure: They take 3d10 damage, or half as much damage on a successful one. Your body melts into a pool of blood, and a new body forms where your puppet was. You regain hit points equal to half of your puppet's remaining hit points.
- Red Sea
At 20th level, you turn the battlefield into an extension of your body.
As an action, you cause blood to rain from the sky for 1 minute in a 60-foot radius.
This area is difficult terrain for enemies.
Instead of moving, you can teleport to any point within this area.
If a creature dies inside the area, both you and your Flesh Puppet regain 3d12 hit points.
Whenever a hostile creature starts its turn in this area, it takes 2d10 necrotic damage.
- Sanguine Assimilations
Basic Upgrades
- Demonic Wings: Your puppet gains a pair of wings, giving it a flying speed of 30 feet.
- River Monster: Your puppet gains a swimming speed of 30 feet and the ability to breathe underwater. Also, when it is fully submerged, it can cast the spell invisibility on itself as an action. The spell ends if it leaves the water.
- Homunculus: Your puppet can cast the spell Disguise Self on itself, and when it does, it takes the form of a Medium-sized humanoid. The puppet still can’t talk on its own in this form, but you can speak through it if you are focusing your senses on the puppet.
- Bone Darts: Your puppet gain a new action: Bone Darts: Ranged Weapon Attack: CHA + PB to hit, range 30 ft., one target. Hit: 1d10 + CHA piercing damage.
- Spiked Carapace: none. When your puppet is hit by a melee attack, the attacker suffers 1d6 piercing damage.
- Tough Skin: Your puppet gains 10 more hit poits and its ac increases by 1.
- Transfusion: Your puppet gains a new action: Transfusion: Your puppet may sacrifice up to 5+cha hit points, and then heal a creature within 5 feet double the amount of sacrificed hit points.
- Consume: Your puppet gains a new reaction: Whenever a creature dies within 5 feet of your puppet, you may spend a Scourge Point to heal your puppet for 2d10 hit points. At level 7, the healing increases to 3d10 and to 4d10 at level 14
- Doll appeearance: Your puppet can now disguise itself as a small toddler, appearing harmless and cute. A creature that interacts closely with it can make a DC 15 Investigation check to realize it is not human. During combat, any creature that tries to target the Doll Puppet with an attack must first succeed on a Wisdom saving throw against your spell save DC or be forced to choose another target. The first time it uses any of its actions, it reverts into its normal form and gains advantage on all attack rolls for that turn.
intermediate Upgrades (5th level required)
- Acid Puke: Your puppet gain a new action: Acid Puke: 30-foot cone. Every creature in the area must make a Dexterity saving throw (your spell save DC), taking 6d4 acid damage on a failed save or half as much on a success.
- Voracious Rush: Your puppet gain a new action: Voracious Rush: The puppet moves up to 30 feet in a straight line toward a target, then makes a Voracious Slash. Voracious Slash: CHA + PB to hit, one target. Hit: 2d8 + CHA slashing damage.
- Charming skin: While your puppet is hidden inside you, it makes you appear more charming. You gain a +4 bonus to Persuasion and Performance checks.
- Brain Parasite: Your puppet can detach its core into a small parasite. Use the Frog stat block for this form, and it loses any other Sanguine Assimilations while in this state. While detached, the main body is unconscious and can only awaken when the core returns. While in its parasite form, the puppet can crawl into the brain of a humanoid. For up to 1 hour, you can see and hear through the target’s senses. During this time, you can force them to make a Wisdom saving throw against your spell save DC. On a failure, you can read the target's superficial thoughts for 1 minute. On a success, the core returns to the puppet’s body.
- Thief Instinct: Your puppet has adapted to searching for precious items. It can sense any valuable metal, gem, or magic item within 60 feet and know its exact location. Additionally, it can cast Invisibility targeting itself at will without expending a spell slot.
- Grappler Arms: Your puppet can now grapple opponents and has advantage on Strength checks to do so. Additionally, while grappling a creature, its speed is not halved.
- Enchanted Flesh: Your puppet can enhance your spells with its blood. When you cast a spell that deals damage through your puppet, you may change the damage type to necrotic. When you do so, the spell deals bonus damage to the first enemy hit equal to your CHA + PB. (If the spell targets multiple creatures, you can choose one to receive the bonus damage.)
Advanced Upgrades (7th level required)
- Blood warp: Your puppet can now create tunnels through the fabric of reality by spending 1 Scourge Point. When you use this feature, both you and your puppet spend 1 minute creating a portal at each end. The portal lasts 8 hours or until you use an action to dismiss it. Any creature you allow can enter the portal and exit on the other side immediately.
- Dripping aura: Your puppet drips blood and molten flesh where it stands. The area within 10 feet of it becomes difficult terrain, and any creature that starts its turn there must succeed on a Dexterity saving throw against your spell save DC or have its speed reduced to 0 for that turn.
- Zombie Doppleganger: Your puppet can absorb dead bodies to gain information. As an action, you can spend 1 Scourge Point to order your puppet to consume the corpse of a humanoid that died within the last hour. The body makes a Wisdom saving throw using the stats it had when alive against your spell save DC. On a failure, your puppet assimilates the corpse, transforming into a zombified version of the creature for 1 minute. You can then talk to the corpse as if casting Speak with Dead, though it is forced to answer your questions truthfully. On a successful saving throw, the corpse is destroyed and nothing happens.
- Venomous Bite: Your puppet develops a powerful toxin in its saliva. You can spend 1 Scourge Point to use a new action: Venomous Bite: Melee Weapon Attack: reach 5 feet, CHA + PB to hit. Hit: 3d8 + CHA piercing damage. The target must make a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
- Arcane Puppet: Your puppet harnesses mana when you cast spells through it. It has advantage on Constitution saving throws to maintain concentration and gains 1d8 + CHA temporary hit points whenever you cast a spell through it.
Master Upgrades (11th level required)
- Deadly Aim: our puppet has become deadlier and can strike the most vulnerable parts of its enemies. All its non-spell attacks now score a critical hit on a roll of 18-20.
- Life Leecher: Your puppet can absorb the blood of injured foes to restore both you and itself. When your puppet deals damage with one of its actions, both of you restore 1d8 hit points.
- Sacrificial Lamb: You can use your puppet as a sacrifice to the gods. By performing a 1-hour ritual, you can cast Commune without expending a spell slot. Your puppet is completely destroyed as part of the ritual.
- Unbreakable Shell: The bone plates of your puppet fuse into an extremely hard shell that covers its entire body. Your puppet gains 20 additional maximum hit points and resistance to non-magical slashing, piercing, and bludgeoning damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Imprisioned class, you must meet these prerequisites: 13 charisma
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Medium armor or 1 skill from the imprisioned skill list.
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