Otherworldy Patron: The Chain Warden

Your patron is a sadistic and cunning wraith, known as a chain warden. A being of overwhelming cruelty and malice, chain wardens are only created when an extremely powerful humanoid dies and is suffused with negative energy. This powerful wraith's motivations are simple: cause pain and agony to both the living and the dead alike. The only known chain warden is known as Thresh.

Expanded Spell List

The Chain Warden 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.

Chain Warden Expanded Spells

Spell Level Spells 1st dissonant whispers, snare 2nd phantasmal force, spiritial weapon 3rd blink, spirit guardians 4th freedom of movement, phantasmal killer 5th hallow, passwall

Chain Warrior

At 1st level, you gain the ability to summon the sadistic weapon of the chain wardens, chain scythe. As a bonus action, you can summon a spectral chain scythe. You are proficient with it while you wield it. When you attack with your chain scythe, you can use your Charisma or Strength modifier for the attack and damage rolls. Your chain scythe counts as magical for the purpose overcoming resistance and immunity to non-magical attacks and damage. You can dismiss it at the cost of no action.

Name Damage Properties Chain Scythe 1d10 slashing Reach, Two-handed

Death Sentence

From 1st level, your patron grants you prowess with your chain scythe. The next time you hit a creature with your chain scythe, you can attempt to grapple it by using your chain scythe as part of the attack. The creature must make a Strength or Dexerity saving throw against your warlock spell save DC. On a failed save, the creature becomes grappled for 1 minute. The creature can reroll the save at the end of it's next turn.

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

Malicious Soul

Starting at 6th level, your link to the Chain Warden allows you to serve as a conduit for negative energy. You have resistance to necrotic damage, and when you cast a spell that deals necrotic or poison damage, you can add your Charisma modifier to one necrotic or posion damage roll of that spell against one of its targets.

Credit: Riot Games

Vile Aspect

Starting at 10th level, you gain the ability to hover slightly off the ground and can ignore difficult terrain. You aslo can't be knocked prone.

Additionally, whenever you are grappled, you can use your reaction to become incorporeal and escape the grapple auotmatically.

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

The Box

Starting at 14th level, you can summmon "The Box". As an action, you summon a 30 foot cube of negative energy that lasts for 1 minute within 120 feet of you. Any creature (except for yourself) inside the cube takes 3d10 necrotic damage and must make a Constitution saving throw. If a creature enters the cube, they take 3d10 necrotic damage and must succeed a Constitution saving throw as well. On a failed save, the creature's movement speed is reduced to 5 feet while inside the cube. Any creature (except yourself) that ends its turn inside the cube takes 2d10 necrotic damage.

Pact Boon: Pact of the Lantern

Your patron gives you a mysterious and otherworldly lantern. You can summon or dispel this magical object as a bonus action at will. This object floats and does not need to be held, but if it is held, you can use it as an arcane focus. It can also be hooked to your clothes or attached to your weapon and still function as an arcane focus.

The object provides bright light in a 30-foot radius and dim light an additional 60 feet. No heat is produced by the light source. The light cannot be extinguished by any means, and shines through magical darkness.

Additionally, your lantern can be used instead of a cage when casting the soul cage spell. When the spell completes, the soul with be used up but not the lantern.