The Lady of Pain (5e Subclass)

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Design Note: The Lady of Pain is heavily associated with the Planescape setting. While usable in any setting, this subclass may feel out of place in more grounded campaigns.

The Lady of Pain[edit]

Warlock Subclass

The undisputed ruler of Sigil, the spinning city at the heart of Outer Planes, the Lady of Pain is as mysterious as any being in that vast multiverse. She is at once as powerful as any god she forbids entrance to her domain, yet will react just as violently to any that try to worship her as one. And yet, rarely does she take on servants other than her loyal dabu that act as her mouth and hands. You are one such servant, whether you want to be or not. There is no application process or deals to be had with the Lady of Pain. No bargains to be negotiated. She has granted you some strange magic for purposes you likely will never discover. Now you must use it to ensure Sigil’s continued peace and safety, whether on your own recognizance or following the puzzling hieroglyphs of the silent dabu. While its doubtful your successes will bring much in terms of rewards, failures will likely be met with a flaying at best and an eternal labyrinth at worst.

Lady of Pain Expanded Spell List

The Lady of Pain 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.

Warlock Level Spells
1st detect evil and good, sanctuary, mending
3rd arcane lock, levitate
5th galder's tower, stinking cloud
7th mordenkainen's private sanctum, otiluke's resilient sphere
9th dispel evil and good, hallow
15th maze
Cage of Peace

Starting at 1st level, you can conjure a pocket of nonviolence around you so others can solve their issues without bloodshed and property destruction. You create a create a stationary magical field in a 30ft. radius around your current location for 1 minute as an action. All creatures and objects inside the Cage of Peace have resistance to all damage except psychic. Whenever a creature inside the field deals damage to another creature, they take 3d6 psychic damage. This damage increases by 2d6 when you reach 5th level (5d6), 11th level (7d6), and 17th level (9d6) and does not cause you to take damage from the field. To exit this the Cage of Peace by any means, a creature must succeed on a Charisma saving throw against your spell save DC. On a failure, their attempt fails, they are knocked back up to 30ft. towards the center of the area, and they take damage as if they had damaged another creature. Occupied spaces stop the knock back without damage. If a huge or smaller creature outside the area deals damage to a creature inside the Cage of Peace, they are automatically teleported to the nearest unoccupied space(s) completely inside the Cage of Peace. You can dismiss the Cage of Peace with a bonus action.

Once you use this feature, you cannot use it again until you finish a short or long rest. Whenever a creature starts their turn inside the Cage of Peace or enters it, they automatically receive a telepathic warning in a language they can understand, if any, forbidding violence, but not the specifics of this feature.

City Slick

Starting at 1st level, you have proficiency with Insight, Intimidation, or Persuasion (choose 1 when you select this pact). At 10th and 19th levels, you can gain proficiency with another one of these skills or expertise with Insight or a Charisma skill that you are already have proficiency with. You can use you Charisma ability score for Wisdom (Insight) checks instead of Wisdom. You also learn to speak, read, and write a number of languages equal to your Charisma modifier (minimum of 1).

Dabu Doodles

Starting at 1st level, your pact has granted you a more comprehensible version of the dabus’ illusory pictograms. You can will your words to appear as illusionary writing in the air around you without speaking them (no action needed). The words can be written in any language you can write in and any creature that can see you can see them. The words will stay around you for as long as you wish to communicate them, but if you have more words around you than your Charisma score, the oldest word will disappear. You can use these silent words to perform the vocal components of spells and any creature that reads the words is considered to have heard them for the purposes of the spell.

Planar Diplomat

Starting at 6th level, your experience dealing with the denizens of the planes ensures you avoid any cultural faux pass. Whenever you make a Charisma ability checks interacting with certain creatures, you can treat a d20 roll of 9 or lower as a 10 if you can speak, read, and write the language associated with their creature type in the table below. You don’t need to be speaking the language during the interaction to gain this benefit.

Creature Type Language
Aberration Deep Speech
Celestial Celestial
Construct Modron
Dragon Draconic
Elemental Primordial
Fey Sylvan
Fiend Abyssal or Infernal
Giant Giant
Plant Druidic
Tongue of Worlds

Starting at 6th level, your voice echoes with the sound of the Great Wheel turning upon its axis. Whenever you make a Charisma ability check, you can use your reaction to expend a warlock spell slot to gain advantage on the check. You can use this reaction before or after you roll the ability check, but before you learn the results of it. Whenever you gain advantage on a Charisma ability check, you can reroll one of the dice once.

Circle of Doors

Starting at 10th level, the multiverse opens up before you, if you know where to look upon infinity. You learn the teleportation circle spell. If you already know the teleportation circle spell, you can learn any spell from your expanded spell list, except maze, instead. Charisma is your spellcasting ability for the spell.

When you cast teleportation circle using a warlock spell slot, it does not require material components and is not constrained by planar limits. You can use the spell to teleport to any permanent teleportation circle you know the sigil sequence of regardless of what plane it is on. Additionally, the portal created by teleportation circle stays open for 1 minute after you finish casting the spell. You can expend an additional warlock spell slot while casting the spell to increase the duration to 1d3 minutes.

Establishment Clause

Starting at 10th level, the intrinsic magic underpinning Sigil reinforces your magical constructs. You can now use certain spells, such as teleportation circle, to create a permanent spell effect by casting the spell in same location every day for 30 days instead of 1 year if the spell specifies such an effect. The Lady of Pain also allows you to create permanent teleportation circles in Sigil. This privilege can be revoked if abused.

Wheel in the Sky

Starting at 14th level, you gain partial access to one of the Lady of Pain’s infamous infinite mazes. As an action, you and a number of creatures less than triple your Charisma modifier within 90ft. of you are banished to a harmless demiplane that is a perfect, if completely empty of life, replica of Sigil for 1 hour. Huge creatures count as 2 and gargantuan creatures count as 3 creatures banished instead of 1. Creatures inside their lair can make a Charisma saving throw against your spell save DC to avoid being banished into the demiplane on a success.

The DM determines the random section of sigil you arrive in, its map, and your starting location. You determine where all other creatures arrive in the demiplane, but all must arrive safely and within 90ft. of you. While there, all creatures stop aging and don’t need to eat, drink, sleep, or even breathe.

This demiplane cannot be escaped until it expires, you use an action to leave the demiplane, or are killed. All creatures or their corpses in the demiplane are then returned to their original location, or the closest unoccupied space(s) to it. Time in the demiplane passes at the same rate as it does in Sigil. Any destruction caused to the demiplane is repaired the next time you enter it. Once you use this feature, you cannot use it again until you finish a long rest.


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