The Bound God (5e Subclass)

For some exposed to the power of the Bound God, a genetic shift never occurs. Instead, the God infiltrates their minds, subjecting them to its obscure, otherworldly will. Most victims of the Bound God's domination will wrap themselves in bandages or chains, wishing less and less to physically connect with the world.

The Bound God's requests are odd and usually concern self-bondage.
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Expanded Spell List

The following spells are added to the warlock spell list for you.

Spell LevelSpells
1stentangle, sleep
2ndlevitate, spike growth
3rdbestow curse, slow
4thEvard's black tentacles, Otiluke's resilient sphere
5thplanar binding, wall of force

Restrictive Combatant

At 1st level, you gain proficiency with nets, bolas, whips, rope weapons, and chain weapons.

Mental Stagger

Also at 1st level, whenever you cause one or more enemies to become Incapacitated, Paralyzed, Petrified, Restrained, Stunned, or Unconscious using any method other than this feature, you may force one creature you can see that is within 30 feet of you to make a Wisdom saving throw against your spell save DC or become Incapacitated until the end of its next turn. Starting at 6th level, you can target two creatures in this way, and starting at 10th level, you can target three.

Cage My Heart

Starting at 6th level, you can use a free action to invoke the Bound God's static nature, reducing your speed to 0 for the turn. If you do, primordial darkness settles over you and it is as though the blur spell is cast on you until the beginning of your next turn, requiring no concentration.

Metasilence

At 10th level, you are immune to thunder damage and have tremorsense for 30 ft. in every direction. In addition, you can ignore any verbal component when casting spells.

The True Name

At 14th level, you learn the true name of the Bound God, which reverberates eternally through your mind and body. As an action, you can send a wave of unconscious realization through every creature within 30 feet of you. Those creatures must succeed on a Wisdom saving throw against your spell save DC or become Stunned for 1 minute as their body struggles to react. On each of their turns, they can make the saving throw again, ending the effect on themselves on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

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