Eternal Prisoner (5e Class)
Eternal Prisoner
After running away to your own mind for so long, you can now bring that out to the world.
Creating a Eternal Prisoner =
- Quick Build
You can make a Eternal Prisoner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma.
Class Features
As a Eternal Prisoner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Eternal Prisoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eternal Prisoner level after 1st
- Proficiencies
Armor: Light, Medium, Shields
Weapons: Simple weapons.
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Perception, insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) 2 daggers or (c) 10 darts
- Leather Armor
- If you are using starting wealth, you have 4d4*10 in funds.
Level | Proficiency Bonus | Link Points | Features |
---|---|---|---|
1st | +2 | - | Hellscape, Blurred Reality |
2nd | +2 | 4 | Lockdown, Damned, Link Points |
3rd | +2 | 4 | Mind Break |
4th | +2 | 5 | Ability Score Improvement |
5th | +3 | 5 | Temporary Escape |
6th | +3 | 6 | Veiled Reality |
7th | +3 | 7 | Lucid Dream, Your own Reality |
8th | +3 | 8 | Ability Score Improvement |
9th | +4 | 9 | Torture |
10th | +4 | 10 | Hell Bound |
11th | +4 | 11 | Yoink |
12th | +4 | 12 | Ability Score Improvement |
13th | +5 | 13 | Split Mind |
14th | +5 | 14 | Invitation to Hell |
15th | +5 | 15 | Greater Mind Break |
16th | +5 | 16 | Ability Score Improvement |
17th | +6 | 17 | Soul Claim |
18th | +6 | 18 | Cleansing Fire |
19th | +6 | 18 | Ability Score Improvement |
20th | +6 | 20 | Eternal Prison |
Hellscape
The fount of an Eternal Prisoner's Power is their own personal hellscape. A reality birthed in the Eternal Prisoner's mind, only to eventually take hold and form as it's own demi plane. At 1st level, an Eternal Prisoner's Reality does not do much except provide a space where the Eternal Prisoner's mind can be at ease. However an Eternal Prisoner can invite another creature's consciousness into their hellscape, doing so requires the use of a bonus action, and the target can accept the invitation as a free action. Doing so allows an Eternal Prisoner and their target to communicate telepathically for up to 8 hours before a new connection must be made. An Eternal Prisoner can only have one creature in their hellscape at a time, and inviting a new creature automatically severs the older connection if the Eternal Prisoner already had a creature they were talking to telepathically. An Eternal Prisoner can only invite a creature that is up to 120 feet away, and needs line of sight. While you must be in range to invite a creature, once they accept they can communicate over any distance. In order to be able to communicate both the Eternal Prisoner and the creature must be able to speak or read a shared language, and be on the same plane.
Blurred Reality
Beginning at 1st level, as an action on their turn, an Eternal Prisoner can attempt to steal a portion of a creature's mind and momentarily transfer it into their hellscape, to torture it, then release it back to the creature to carry the pain experienced back to it. The Eternal Prisoner must make a spell attack, against a creature withing 130 feet, rolling a d20 + proficiency bonus + Wisdom modifier, against the target's AC. On a hit the target suffers 1d10 psychic damage, This ability's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Link Points
Starting at 2nd level, your bond to your personal hellscape deepens, as a result you gain the ability to bend reality to youre will in certain ways by using that bond. Your access to this is represented as a number of Link Points, Your Eternal Prisoner level determines the number of points you have, as shown in the Link Points column of the Eternal Prisoner table.
When you spend a Link point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Link points back into yourself. You must spend at least 30 minutes of the rest meditating, in during your mind is trapped inside your hellscape, to regain your link points.
Some of your Link Points features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Link Point Save Dc= 8 + your proficiency bonus + your Wisdom modifier
Lock Down
At 2nd level, as an action on your turn, you may expend 1 Link Point to try to trap a creature's mind in your hellscape. The creatrure must be in 30 feet of you. The target must succeed on a Wisdom saving throw, or be Paralyzed for as long as you're concentrating on them, up to 1 minute. The creature can remake this save at the end of it's turn. You can spend an extra Link point to change the save to Charisma or Intelligence. While you have a creature incapacitated in this way you are considered to be concentrating and must make concentration checks as standard, and you can only be concentrating on one thing at a time.
Damned
Beginning at 2nd level, as a bonus action on your turn you may expend 1 Link point to Damn a creature you choose within 60 feet of you. A creature who is Damned is subconsciously convinced that they will be swallowed into your hellscape, mechanically this means that whenever you damage them they take an additional 1d6 necrotic damage. You can also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. This lasts for 1 minute
Mind Break
When you reach 3rd level, you gain the ability to bend creatures that you have killed to your will. When a creature that was under the effects of Damned dies, or was killed by an effect or damage that you caused or created, on it's initiative mark next round it is reanimated as an empty husk of sorts, Fully under your control for a number of rounds equal to your proficiency bonus + wisdom modifier. At levels 3 through 7 you use the stat block of a skeleton or zombie and at levels 8 through 14 the stat block of a ghoul. For the duration the creatures utterly follow your command, and when they first rise and as a bonus action on your turn you can telepathically issue them a command, if they are given no command they automatically target the nearest Damned creature, if no nearby creatures are damned they simply protect themselves. The creatures you create in this way also gain the bonus damage from striking a Damned Target. You may have as many number of husks as you want, however if the total number of husks is greater than your wisdom modifier then you must make a wisdom save with a DC equal to 10 + the total number of husks, or the oldest husks crumble and return to being corpses.
Ability Score Increase
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.
Temporary Escape
Beginning at 5th level, as an action on your turn you may spend 2 Link points to momentarily move into the border region between the plane you are on and your hellscape. Until the start of your next turn you are considered to be on the ethereal plane. At the start of your next turn you can choose to spend 3 more Link points to remain here, or you are returned to the nearest unoccupied space on the plane you originally used this ability on. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. You can also move around as normally.
Veiled Reality
Starting at 6th level, you can concentration on a zone with up to a 60 foot radius for one hour and spend 2 link points at the end of the hour. During the hour you can choose any number of creatures that you know or see to be immune to the zone's effects, however they still see the horrible visions they are just immune to all of it's effects. Once you have finished concentrating on the zone, When a creature that you did not designation first enters a the zone, they receive horrible visions of your hellscape and they must succeed on a wisdom save or be frightened for 1 minute. Furthermore any undesignated creatures while in the zone receive a negative to hit and damage equal to your wisdom modifier. Any creature who falls in this zone is also immediately subjected to the effects of mind break and turned into a husk.
Lucid Dream
At 7th level, when you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Your own Reality
Starting at 7th level, you have escaped to your own hellscape so much and spent so much time in your own head that even while you are not consciously away of outside influences and magical effects your subconscious mind knows. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Torture
At 9th level, You have learned how to better harness your hellscape and better use it to influence others. As an action on your turn you can spend 2 Link points and attempts to torture information out of a creature within 60 feet of you. You drag their subconscious and subject it to horrible pain to reveal something about itself or something that it knows. It must succeed on a charisma save or be forced to answer 3 questions for you truthfully, or you can gain proficiency in any (a)2 skill, (b)3 tools, or (c)1 saving throw that it has proficiency in. You keep these proficiencies for 4 hours, but at the end of the 4 hour period you can spend another link point to extend the duration by another 4 hours, you can extend the duration a number of times equal to your wisdom modifier.
You can also you this feature on allies. Over the course of a long rest you can chose to gain proficiency in any (a)2 skill, (b)3 tools, (c)1 saving throw, or (d) 1 language that a willing creature knows. They must make a charisma save or loose their proficiency in that skill themselves for the duration in which you have the proficiency. Using this ability in this way allows you to keep the proficiency for 8 hours, and can only extend it once for a max of 16 hours.
You can only gain this benefit from one creature at a time, and torturing a new creature replaces the previous proficiencies. You can also torture a creature made by Mind Blank, they automatically fail the save and you can choose from the list of the original creature's proficencies.
Hell Bound
At 10th level, you can concentration on a Damned creature, allowing your allies also get to roll the extra damage when they successfully hit the damned creature you are concentrating on.
Yoink
Once you reach 11th level, on your turn you may use an action and spend 5 Link Points to try and banish a creature to your hellscape. The creature must succeed on a Charisma saving throw or be banished. If you maintain concentration on this for 2 minutes then the creature is permanently trapped in your hellscape. If you enter your hellscape before the 2 minutes are up then you are considered to have concentrated for the full duration and the creature is permanently trapped. This ability requires concentration, making saving throws as appropriate, and if you drop concentration before the 2 minutes are up the creature reappears in the space it was banished from, or in the nearest unoccupied space if that space is occupied.
Split Mind
Starting at 13th level, you can spend an 4 Link points to make a spell, ability, or effect that would require concentration, not require concentration.
Invitation to Hell
Beginning at 14th level, your interactions with the world and your hellscape have caused it to flourish and become a full on demiplane. After concentrating for 1 minute, you spend 3 Link points, and create and intangible door that lasts for 24 hours, which is invisible when closed to all creatures, except ones you choose. This door acts as a portal to your hellscape, however it is still not fully realized. In it's current form it is simply a safe haven for whoever you let in, unless you have banished a creature here through your Yoink ability. While your hellscape is unoccupied by any hostile creature it functions like a re flavored magnificent mansion, however while there is a hostile creature inside it is a 60 foot by 60 foot cube, devoid of structures, cover, and most terrain features.
Greater Mind Blank
At 15th level, when a creature undergoes the affects of Mind Break and becomes a husk you use that creature's stats.
Soul Claim
Once you reach 17th level, as a reaction when a creature dies within 60 feet of you, you may spend 8 Link points to attempt to bring it back to life in your hellscape. The creature is considered to have the revivify spell cast upon them, except in stead of being brought back in their current space they are resurrected without their equipment in your hellscape.
Cleansing Fire
Beginning at 18th level, you can use your action and 4 Link points to end up to any 2 effect, buffs or debuffs, or conditions, that are affecting a creature you can see within 30 feet. If the creature is unwilling they must succeed a charisma saving throw.
Alternatively, you can spend 6 Link points and remove any 1 damage resistance, or make a damage immunity into resistance, for up to 1 minute while you concentrate on the creature.
Eternal Prison
When you reach 20th level your hellscape has become fully realized. As an action on your turn you can spend 10 Link points to bring your hellscape into the 120 foot radius area around you for 10 minutes. Choose a color of dragon, and gain it's lair actions in your area. The area you transform is your hellscape and as such you can place pools of liquid, gas, or otherwise and item, structure, or terrain feature as needed to make the lair actions make more sense.
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