Chained (5e Class)
Chained One
Chained, stripped of freedom and ability, some find great power in restriction though the source of this power is unknown. Does the power come from within, or from somewhere else entirely?
Chained One
The Chained One class is a special, primarily physical mid-close range damage/support class which focuses on trade offs. Its archetypes allow for specialization allowing players to have more control on how the class functions and plays.
Creating a Chained One
How did your character become a chained one? Were they unjustly-or rightly convicted of a crime and left to rot? Perhaps they were a slave and their bonds of ownership were what gave them the strength to be free? Could their condition be self inflicted as they learned through trial and error that restriction and training gives way to power? Did they feel the social chains imposed by their society and in an attempt to free themselves-or protect them, did they discover the power of restriction and how it can lead to freedom?
- Quick Build
You can make a Chained One quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Haunted One background. Third, choose Chain Mail, and the 2 whips.
Class Features
As a Chained One you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Chained One level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Chained One level after 1st
- Proficiencies
Armor: Light, Medium, Heavy, and Shields
Weapons: Simple, Martial Melee weapons, and Chains
Tools: Smith's Tools
Saving Throws: Strength, Wisdom
Skills: Athletics and choose one from Perception, Survival, Insight, Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 10 Chains (10ft)
- (a) Chain Mail or (b) Chain Shirt
- (a) 2 whips (made from chain, damage type bludgeoning, otherwise same as regular whip) or (b) 1 Flail
- Smith's Tools and a set of Manacles.
- If you are using starting wealth, you have 3d4 x 10gp in funds.
Level | Proficiency Bonus | Features | Chained Attack | Restrictions/Grand |
---|---|---|---|---|
1st | +2 | The Chains, Chained Attack, Dowsing Chain, Chain of Resistance, Binding Chain | 1d4 | – |
2nd | +2 | Restriction (1), Chain Pull | 1d4 | 1 / – |
3rd | +2 | Choose an archetype, Archetype Feature, | 1d4 | 1 / – |
4th | +2 | Ability Score Improvement, Grand Restriction (1) | 1d6 | 1 / 1 |
5th | +3 | Extra Attack | 1d6 | 1 / 1 |
6th | +3 | Restriction (2), Path Feature | 1d6 | 2 / 1 |
7th | +3 | Chain of Shielding | 1d6 | 2 / 1 |
8th | +3 | Ability Score Improvement, Grand Restriction (2) | 1d6 | 2 / 2 |
9th | +4 | Chained to the Ground | 1d6 | 2 / 2 |
10th | +4 | Restriction (3), | 1d8 | 3 / 2 |
11th | +4 | Path Feature | 1d8 | 3 / 2 |
12th | +4 | Ability Score Improvement, Grand Restriction (3) | 1d8 | 3 / 3 |
13th | +5 | Extra Attack | 1d8 | 3 / 3 |
14th | +5 | Restriction (4), | 1d8 | 4 / 3 |
15th | +5 | Animate Chains | 1d8 | 4 / 3 |
16th | +5 | Ability Score Improvement, Grand Restriction (4) | 1d10 | 4 / 4 |
17th | +6 | Path Feature | 1d10 | 4 / 4 |
18th | +6 | Restriction (5), | 1d10 | 5 / 4 |
19th | +6 | Ability Score Improvement, Chain of Resilience | 1d10 | 5 / 4 |
20th | +6 | Grand Restriction (5) Sealed Soul | 1d12 | 5 / 5 |
The Chains
The Chains of a Chained One are not mere hunks of metal, although they may start that way. The Chains are actual bindings and manifestations of the chained ones Life Force and Soul. They cannot be removed, unequipped from the chained ones flesh, targeted or damaged except by the Chained One they belong to. Each chain weighs the same as a regular chain, and only one chain may be chosen for each ability (ie your chain of dowsing cannot also be your chain of resistance.) You cannot suffer from being encumbered if you are only carrying your chains, armor, weapons you are proficient with, or potions. Each class ability of the Chained One requires a chain. (For aesthetics if you wish you may instead have a singular chain that you carry that functions as all of your ability chains, but it weighs an amount equal to the total sum of chains it is replacing or the combined length.
Chained Attack
Starting at 1st level, if you attack an enemy with one of your chains, you deal 1d4 + your strength modifier, this die changes as you gain Chained levels, as shown in the Chained Attacks column in the Chained table. When you use no other weapon then your chains, the chains gain the Light property. For the purposes of this class your attacks count as magical when wielding chains in both your hands.
Dowsing Chain
At 1st level. The Dowsing Chain is one of the chained ones chains, it takes the form of a thinner chain with a small sphere attached to the end. When the chained one holds the chain a little away from their body allowing the weight to swing, the chained one can use it to identify if someone is lying, as the weight will swing the chain when the the chain is pointed towards individual is lying. You also gain advantage on all Wisdom (insight) tests when the Dowsing chain is active. You can use this ability 3 times before a long/short rest
Chain of Resistance
At 1st level. As a bonus action the chained one may chose to activate their Chain of resistance granting them resistance to bludgeoning, slashing, and piercing damage. While the chain of resistance is active they cannot concentrate on spells nor cast them. The chained one can deactivate this ability as a bonus action.
Your Chain of Resistance lasts for 1 minute, it ends early if you are knocked unconscious.
Binding Chain
At 1st level, when you successfully hit an enemy, you can spend your bonus action to Bind the target. Once activated you may attempt to grapple the target.
Chain Pull
The Chain Pull is a melee attack with a special chain which has reach up to 30ft. Starting in 2nd level. Make a melee attack against the target, on a hit, initiate a strength contest. If the Chained One wins, pull the target directly towards the Chained One a number of feet equal to the amount the Chained one won the contest by, rounded up to the closest interval of 5. On a failure, the target remains firm and the chain returns against the Chained One. If the failure is 5 or more, you are now considered prone.
Restrictions
At 2nd level you receive your first restriction of your choice. Your restriction options are detailed at the end of the class description. When you gain certain Chained One levels, you gain additional restrictions of your choice, as shown in the Restriction Known column of the Chained One table.
Restrictions are broken down into 5 sections of availability, you may chose any restriction that you have access to as detailed in the class table, but you may not chose the same restriction twice or more unless the Restriction says otherwise.
Paths of The Chained One
At 3rd Level the Chained one can chose one archetype to train in. They may chose between Shackles of Enmity, Bonds of Companionship, and Chains of the Divine. This feature does not require a special chain to be attached.
Ability Score Improvement
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.
Grand Restriction
At 4th level you receive your first Grand Restriction. Grand Restriction functions the same as Restrictions but the trade offs are more severe and only 1 Grand Restriction can be chosen per level category. Grand Restrictions are detailed at the end of the class page.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th level.
Chain of Shielding
Beginning at 7th level. The Chain of Shielding functions and counts as a shield that does not need to be held in order to gain the +2 AC bonus of equipping shield. As always you cannot benefit from more then one shields AC bonus.
Chained to the Ground
Beginning at 9th level. Chained to the Ground is a special chain that allows its wearer to chain themselves to any non-creature surface in order to prevent them from moving. This allows them to use their reaction to anchor themselves in place stopping them from falling or being pushed. In order for chained to the ground to activate there must be a surface within 30 ft suitable to anchor to.
Animate Chains
Beginning at 15th level. Up to four chains you can see within 60 feet of you magically sprout razor-edged barbs and animate under the Chained One's control, provided that they aren't being worn or carried. Each animated chain is an object with 20 AC, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the Chained One uses the attack action on their turn, they can use each animated chain to make one additional Chain Attack. An animated chain can grapple one creature on its own but can't make attacks while Grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the Chained One is incapacitated or dies. (Each Chain attack, 1d6 + strength modifier, slashing damage, use the Chained One's strength as the chains strength score for Grapples and determining hits and damage.)
Chain of Resilience
Beginning at level 19 you acquire The Chain of Resilience. The Chain of Resilience allows the user to gain the benefits of Freedom of Movement for as long as the chain is activated with a bonus action. At the start of the chained ones turn they take 10 points of unavoidable damage from the strain the chain puts on them. The Chain of Resilience does not allow any mobility sacrificed though Restrictions, Grand Restrictions, or Archetype features to be restored. The chains of the Chained One cannot be escaped by the user in this way. The Chain can be deactivated with a bonus action, and is deactivated if the chained one becomes unconscious, or is incapacitated.
Sealed Soul
Beginning at level 20 you get Sealed Soul. Sealed Soul is a special chain that is weaved throughout all of your other chains. If you were to die due to something other then old age, instead Sealed Soul activates Shattering 1d4 of your other chained ones chains (imposing the -10 max hp penalty per chain as well as losing the abilities and drawbacks of those chains) and instead you are returned to half health (according to the Chained ones new max hp) If more chains were to be shattered then you have left, Sealed Soul shatters and activates returning you to half health. If you have no chains left Sealed Soul does not activate.
Shackles of Enmity
Some of the strongest bonds are those forged with enemies. A Chained One of the Shackles of Enmity hopes to use these bonds in a more literal sense to damage and hinder enemies.
At 3rd level you gain access to Shared Suffering. Shared Suffering is a chain unique to Shackles of Enmity, unlike the other chains it is not bound to your body. Force one creature you can see within 30 ft to make a wisdom saving throw equal to 8 + your proficiency + your Wisdom Modifier. It can repeat this save at the end of each of its turns. Until it succeeds you may chose any restriction you have put on yourself and inflict it to the creature without it gaining any benefits (if you have blinded yourself through a restriction the creature becomes blind, if you have traded use of your legs it cannot use its legs). Any creature can only be affected by one instance of shared suffering per chained one.
- Burning Hatred
At 6th level you may ignite your chains with burning hatred dealing fire damage instead of whatever damage the attack would normally do.
- Extra Attack
At 11th level when you take the attack action you may take another attack as part of the action.
- Chained Eternity
At 17th Level. Once after a long rest, as a action you may make a melee spell attack against a target within 10 ft (Use wisdom for Spell Attack Bonus) against an unwilling creature or target up to 8 willing creatures whom are holding each others hands. On a hit the unwilling target makes a wisdom saving throw against (8 + your proficiency + your Wisdom Modifier) On a failure the unwilling target (and you if you choose), or the willing targets are transported to your demiplane within the Chained Eternity. This demiplane takes the form of a jail with chains lying around everywhere. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all you choose. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the jail but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the demiplane. Any creatures that come to this plane against their will are chained by three large chains.
Bonds of Companionship
Equally Strong as bonds forged by hate, are bonds forged in common purpose and companionship. A chained one of the bonds of companionship imposes restrictions on themselves in order to assist and protect allies.
- Transfer Shackles
At 3rd level, as a action you may target a ally within 30 ft who is suffering from a negative condition, (Paralyzed, Feeble minded, disease, etc) and transfer one of those conditions onto yourself. (you now suffer from that effect) For grapple you stay in place and are considered grappled by the creature who was grappling your ally.
- Bound Together
At 6th level as a reaction when a willing creature is moved beyond 30 ft of you, you may quickly toss them a chain that wraps around one of their arms or legs preventing them from being moved more then 30 ft away from you. You or the target can end this condition as a bonus action.
- Wound Binding
At 11th level. When you take the attack action on your turn you gain an additional attack that can only be made against a willing target. It automatically hits and restores (1D10 + wisdom modifier) hit points. This can be done a number of times equal to the Chained Ones wisdom modifier before completing a long rest to regain the ability.
- Chained Interception
At 17th level. As a reaction when a willing creature within 60 ft is forced to make a saving throw or when an enemy succeeds on a hit against a willing creature you may activate Chained Interception. When you activate chained interception your chains pull you into the path of a spell or attack in order to protect your ally. You are instead are considered the target of the effect that forced a saving throw and the willing creature is completely shielded from it. In the case of an attack you take the damage and interpose yourself between the danger and your ally.
Chains of the Divine
Chains of the Divine are not like the Chained Ones of Companionship or Enmity no, they see far beyond the simple musing of mortals and have through some means gained knowledge of the Bound God. The Bound God can be called upon to lighten the restrictions on the Chained One transferring the burden to their god.
- Lift Restriction
At 3rd level. A number of times equal to your wisdom modifier (minimum of 1) after a long rest you may chose one penalty you are receiving from either a Restriction or a Grand Restriction and negate that penalty until your next long rest while keeping the benefits.
- Aura of Chains
At 6th level. When you gain this path feature you can create a field of chains that moves as you do, the chains turn to dust if moved more then 60 ft away from you. The aura extends 60 ft around you, and the area within the aura is considered rough terrain for any creatures you indicate. If a creature is prone within your aura you may make a grapple check against them when they become prone or enter the aura. On a success they are considered grappled by you, you may grapple as many creatures as will fit in your aura using this ability.
- Chained Stasis
At 11th level. When a creature becomes unconscious within your field of chains you may restrain not only them, but the time around them. The creature becomes immune to all damage, makes no death saving throws and is frozen in time until you use a bonus action to release them, you become unconscious or incapacitated. You can have a number of creatures in stasis equal to your wisdom modifier, Additionally you become chained to them unable to move if their weight passes over your push drag or lift maximum.
- Unchained Divinity
At 17th level. You can activate Unchained Divinity as a bonus action. You call upon the chained god to take your shackles upon himself and liberate you for a short time. For as long as Unchained Divinity is active you are freed of all negative aspects of your restrictions and grand restriction while maintaining the benefit. You may maintain Unchained Divinity for a number of rounds equal to 2x your wisdom modifier. After the time limit on Unchained Divinity ends, you are immediately healed to max health, and then dealt unavoidable, irreducible damage equal to your max health. You can only use chained divinity 1 time after a long rest.
Restrictions
Rank 1 Restrictions
Defensive Chains
When you choose this restriction you wrap yourself in a defensive chain, you gain 1 ac while you have the chain. Your movement speed is reduced by 10ft
Chain of Skills
chose two skills you have proficiency in. Gain expertise in one and lose proficiency in the other one You can take this restriction more then once.
Intimidating Chain
Gain advantage in Intimidate checks, but suffer a minus 3 penalty to all persuasion checks.
Rank 2 Restrictions
Saving Chain
Gain proficiency in a saving throw of your choice, Lose proficiency in 2 skills of your choice. This can be taken multiple times.
Extended Pull Chain
Your pull chains reach becomes 60 ft, but it weighs 30 lbs
Improved Chain of Binding
When you grapple someone with the Chain of Binding you gain advantage on the check. You now cannot move as long as a creature is grappled with the Chain of Binding.
Rank 3 Restrictions
Chain of Pushing
Make a melee attack against a target creature within 10 ft of you. On a hit initiate a strength contest. If you win the target creature is pushed a number of feet equal to the number you won the strength contest by rounded up to the nearest interval of 5. Any time you are moved against your will you are instead moved twice that amount.
Chain of Clairvoyance
You can innately cast the clairvoyance spell once after a long rest. You lose hearing after casting this spell until completing a short or long rest.
Chain of the Hidden
When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action or a reaction. When you become visible again you are under the effects of the Faerie Fire Spell for 1 minute.
Rank 4 Restrictions
Chains of Stealth
Your chains begin to muffle your sound while creating no noise themselves you gain advantage on stealth checks, but gain disadvantage on sleight of hand and acrobatic checks.
Chain of Warning
You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. You cannot benefit from the alert feature, and enemies within 60 ft of you cannot be surprised.
Chain of Structural Hate
Your weapons are considered siege weapons, buildings deal double damage to you if caught in a collapse.
Rank 5 Restrictions
Chain of Flight
You can activate or deactivate the chain of flight as a bonus action. While active you gain a flight speed of 30ft. If you fall in water it is considered rough terrain for you after selecting this restriction.
Chain of Health
Gain 2 HP for each level you have earned and one whenever you level. Your Constitution score goes down by 1 to a minimum of 1.
Chain of Leadership
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Wisdom modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Grand Restrictions
Grand Restrictions 1
Ability Score Shuffle
Lose 3 in any ability score gain 2 in another as usual cannot be lowered below 5 or raised above 20.
Grand Restrictions 2
Seal Memories
You place a Chain which seals your memories from before 20 years ago You cannot recall anything from before that point. Gain 2 wisdom (Maximum 22)
Seal Features
Your chains begin to cover every inch of your body. Your outer appearance is that of a indistinct humanoid covered in chains. The chains strengthen and support your muscles, you gain 2 strength (Maximum 22). Others have disadvantage on insight checks against you.
Grand Restriction 3
Seal Arm
Lose use of one of your arms as it is helplessly tangled in a mess of chains. Add double your strength or dexterity modifier for determining damage instead of just your strength or dexterity modifier.
Seal Leg
One of your legs are completely restrained by your chains your on foot movement speed is reduced by 1/2. In exchange you take half damage from area of effect abilities if you fail the saving throw, and take no damage if you succeed.
Seal Head
Your head becomes completely surrounded in chains and you become blinded. You gain tremor sense within 60 ft and advantage on perception checks that rely on hearing. Gain proficiency in perception (If you already have proficiency gain double proficiency).
Grand Restriction 4
Seal Arm
Lose use of one of your arms as it is helplessly tangled in a mess of chains. Add double your strength or dexterity modifier for determining damage instead of just your strength or dexterity modifier. If you have both arms seal you gain the ability to wield melee weapons in your mouth adding 3 times the appropriate modifier for damage calculation on a hit.
Seal Leg
One of your legs are completely restrained by your chains your on foot movement speed is reduced by 1/2. In exchange you take half damage from area of effect abilities if you fail the saving throw, and take no damage if you succeed. If you have both legs sealed gain the ability to move yourself through force of will 30ft in any direction this counts as your move action and instead take no damage from Area of Affect abilities.
Seal Magic
Every magic item you touch becomes mundane as long as you touch it. You cannot be affected by magical abilities or spells with the exception of planar travel and healing magic. The abilities of this class do not count as magical.
Grand Restriction 5
Seal Damage
Become Immune to 1 type of damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the Chained One class, you must meet these prerequisites: Strength and wisdom 15 or higher and have proficiency in Heavy armor and martial weapons.
Back to Main Page → 5e Homebrew → Classes