Chainbound
You are a warrior that grew too powerful and became frightened by your own strength. You sought divine or demonic aid and sealed your powers away in heavy chains that bind you. Chainbound fighters are often confused with Chain Devils by appearance, separating themselves with a simple mask to cover the infamous Unnerving Mask of a Chain Devil.
| Result | Divine Chains |
|---|---|
| 1 | A porcelain smiling face |
| 2 | A golden stern face |
| 3 | A rainbow feathered sleeping face |
| 4 | A red and orange sun helmed hoplite |
| 5 | A beaked eagle |
| 6 | A crowned deathmask of a noble king |
| Result | Demonic Chains |
| 1 | A grinning blue Oni |
| 2 | An ebony skull |
| 3 | A blank iron face |
| 4 | A granite Gargoyle visage |
| 5 | A beaked raven |
| 6 | A seemingly never ending spiral of small pointed teeth |
Subclass Features
Holy or Cursed Chains
Choose Holy or Cursed chains. You cannot change this at later levels. You cannot wear armor due to the presence of the chains.
Holy Chains: Your chains act as Chain Mail and you have the Armor Mastery properties for them. You cannot be Blinded or Deafened while in your chains by divine blessing.
The chains on your arms act as two whips that you have Weapon Mastery for and can be used independently of each other. Even while your power is restrained your whips deal 1D8 damage in place of 1D4.
Cursed Chains: Your chains act of Ring Mail and you have the Armor Mastery properties for them. Any enemy that Grapples you takes 3 Necrotic damage at the start of their turn. Any object binding you takes 3 Acid damage every minute. You can straighten the chains on your arms to make them each short sword that you have Weapon Mastery for (No action required). Even while your power is restrained, your shortswords deal 1D10 damage in place of 1D6.
Mask Appearance roll 1D6
Restrained Existence
A natural one is treated as a 2 and a natural 20 is treated as a 19. You cannot benefit or be forced to have advantage or disadvantage on any D20 test.
Your maximum ability scores are each 18 and cannot be increased further.
You are unable to use weapons other than your chains and have no attunement slots.
Grappling Chains
You have two chains that are awoken and animated. They can be used to Grapple a creature that is Medium or smaller. One or both of them can be deployed to a creature within 5 ft as an action. Once they Grapple a creature they cannot Grapple another creature until you finish a long rest. Each chain has AC 20, and 20 hit points with an escape DC of 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus. At the end of a long rest both chains return to you with full hit points.
Holy Chains: The chains Charm the Grappled creature with a WIS saving throw DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus. On a failed save the creature cannot willingly tell a lie but can withhold the truth. If a creature succeeds this saving throw they are Immune to its effects for 24 hours.
Cursed Chains: The chains grow spikes and constrict each turn. At the start of each of its turns the Grappled creature takes 1D6 Bludgeoning damage and 1D6 Piercing damage.
Indomitable Mind, Body, and Soul
Your might and will overcome your restraints and the odds even while restrained. Three times per long rest if you fail a saving throw you can instead succeed it.
Melding Chains
Your force continually eats away at the chains releasing more power.
Holy Chains: You have + 1 AC and have Resistance to Radiant and Thunder damage.
Cursed Chains: You have + 1 AC and have Resistance to Necrotic and Acid damage.
A Fraction of My Power
The chains on your hands have become loosened. You can attune to a single magical item and wield weapons other than your chains. You can only wield non ranged, non magical weapons. If you hit a creature with a non chain weapon, the weapon explodes from the Force of the hit and is destroyed.
The force of the weapon's destruction deals an additional 1D10 Force damage if the weapon lacks the “Great name” or Heavy property. If it has either of those properties the damage becomes 1D12 Force damage instead.
You can use this feature times per long rest equal to half your Proficiency Bonus rounded down.
Release Restraint
Your power has overcome the restraints. Once per long rest the chains must be released for ten minutes to recharge (No action required). Your Grappling Chains are inactive during this time and you gain no benefits from your Holy or Cursed Chains. You gain the following features
Indestructible Body and Mind: While unrestrained you have Resistance to all damage and advantage on magical saving throws as your natural body is stronger than any earthly metal.
Uncontrollable Grip: You are unable to hold items during this time as your hands crush them. Magical items resist being held, dealing you 10D6 Psychic damage (That is not halved) each turn you hold them as the Weave itself screams in agony in your grip. You are unable to attune to magical items as the Weave avoids your presence in this state.
Force Blows: Your unarmed strikes deal 2D10 Force damage in a 30 ft cone forcing all in the area to make a DC 13 + your Proficiency Bonus + your STR or DEX modifier (Your choice) DEX saving throw taking half as much on a success. Your attacks deal quadruple damage to objects and structures during this time.
Tremendous Lower Body: Your movement speed is doubled and long jump distance and standing jump distance are multiplied by ten during this time.