The Chained God (5e Subclass)

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The Chained God[edit]

Warlock Subclass

You have gained the favor of Tharizdun The Chained God, the malevolent deity of darkness, destruction, and madness. As the chosen vessel for the Chained God's insanity You have been blessed with the ability to inflict madness and insanity upon those who would dare resist your influence

Expanded Spell List[edit]

The Chained God Expanded Spell List
Spell Level Spells
1st dissonant whispers, inflict wounds
2nd blindness/deafness, darkness
3rd fear, bestow curse
4th confusion, hallucinatory terrain
5th dominate person, mislead

Innate Madness[edit]

Starting at 1st level, your mind is now filled with madness and insanity, If a creature would read your mind or communicate telepathically with you, they must make a wisdom saving throw(spell save DC) or become frightened of you. Additionally Whenever you deal damage to a creature with a spell you are able to infuse your madness and insanity into your magic allowing you to impose one of the following effects:

  • Madness Bolts: The target must succeed on a Wisdom saving throw against your warlock spell save DC or suffer from short-term madness and take 2D6 necrotic, as per the rules in the Dungeon Master's Guide. The duration is 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Enfeebling Frenzy: The target must succeed on a Wisdom saving throw against your warlock spell save DC or be overcome with madness and paranoia and receive 2D6 necrotic. The creature's attacks have disadvantage, and it takes psychic damage equal to your Charisma modifier (minimum of 1) whenever it deals damage to a creature. The effect lasts for 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Aura of Insanity[edit]

Starting at 6th level, your mere presence becomes unsettling, and you can emanate an aura of madness and discord. As an action, you activate your Aura of Insanity. Creatures of your choice within a 15-foot radius of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, they become affected by short-term madness for 1 minute. Creatures afflicted by this aura must also make a Wisdom saving throw at the start of each of their turns while in the area to avoid prolonging the effect.

Once you use this feature, you can't use it again until you finish a short or long rest.

Tharizdun's Binding[edit]

At 10th level, you gain the ability to temporarily bind a creature in the chains of Tharizdun. As an action, you can force a creature you can see within 30 feet of you to make a Charisma saving throw against your warlock spell save DC. On a failed save, the creature becomes restrained by spectral chains for 1 minute. While restrained, the creature's speed is reduced to 0, and it cannot take any actions or reactions. At the end of each of the creature's turns, it can repeat the saving throw, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a long rest.

Chained Mind[edit]

At 14th level, your connection to the Chained God grants you immunity to being charmed or frightened. Additionally, whenever you impose an effect on a creature using your Madness Infusion feature, you can choose one of the following additional options:

  • Chaotic Enigma: The target must succeed on a Wisdom saving throw against your warlock spell save DC or have its mind filled with enigmatic madness. The creature is blinded, deafened, and its speed is reduced to 0 until the start of your next turn. At the beginning of your next turn, the creature can repeat the saving throw, ending the effect on a success.
  • Chaos Warp: The target must succeed on a Wisdom saving throw against your warlock spell save DC or be temporarily displaced through the chaotic planes. The creature is banished to a random plane of existence until the start of your next turn. At the beginning of your next turn, the creature returns to the space it previously occupied or the nearest unoccupied space if that space is occupied.
  • Madness Unleashed: The target must succeed on a Wisdom saving throw against your warlock spell save DC or be overwhelmed by unbound madness. The creature is frightened and has disadvantage on all saving throws and ability checks until the start of your next turn. Additionally, it takes 4d8 psychic damage at the start of each of its turns while affected by the madness. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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