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5E Warlock Homebrew changes

Lanliss

Explorer
More homebrew stuff, I am on a roll.

Next goal, change the Warlock. Patrons will be secondary, while Pacts will be the primary subclass. I have a few ideas for this. You will still gain your Patron spells, and will get an Invocation at 1st level, and the Patron abilities at 1st level will be made into Invocations. The rest of the Patron abilities will be moved to Invocations as well, with Prerequisites being the appropriate level and Patron.

Blade- Easy enough.
3rd-Pact, also gain Medium Armor
6th-Extra attack
10th-Not sure. Maybe the same as War magic from EK.
14th- Second extra attack

Tome-Moar spells
3rd-pact
6th- at 6th level you gain an extra spell slot that recharges on a short rest. At 14th level this increases to 2 extra spell slots.
also, you now add your Charisma Modifier to Warlock Cantrip damage, and damage for the Eldritch Blast Invocation if you have it.

10th-Magic secrets, as in the Bard. However, the spell can be changed on a level, giving the Warlock access to any two spells they want. Makes sense for someone dealing with higher beings, and addresses the issue of Warlock being so inflexible. Restricted to spells of 5th level and lower, since the Warlock does not technically have slots for 6-9.

14th-Improved Mystic Arcanum: Get 2 uses of your 6th and 7th level Mystic Arcanum.

Chain-Thinking of realizing the Monster Tamer people have mentioned here on the forums. This is where I need most of the help.

3rd-Pact
6th-Chain Monster: When you or your familiar reduces a non-humanoid creature to 0 hp you can attempt to Chain it to follow your commands. The DC is the creatures CR+5, and you roll 1d20+ your Charisma Modifier to attempt to Chain it. After you have chained a Monster you can summon it to your side as an Action. It rolls a separate Initiative, and acts on it's own. It will follow your commands, or will defend itself if you have not given it a command. You can only have one Chained Monster at a time, and chaining a new monster results in your current one dying and turning to ash. If the monster has any Lair or Legendary actions, it loses those when it becomes Chained, but otherwise remains as it was before.
There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.*
You monster spends hit dice to heal as normal, and refills its hit dice after a Long rest.

*This makes it so that, at 20th level, the Warlock can attempt to chain creatures up to CR 25 (DC30). However, the limitations on their Chain attempt (1d20 + Cha Mod + 1/2 Prof. Bonus) means they can't hit higher than CR 23(DC 28). This is intended, as they might get some magic item that allows them to increase their Charisma above 20. It is also important that this Chain attempt is called just that. It is a little finicky to add a new item to the basic 3 (Attack Roll, Ability Check, Saving Throw), but there are a multitude of things that add to all of those, which would drive up the attainable CR. This way, the DM doesn't need to concern themselves with things that might stack with the Chain, because nothing does. Unless they gave their player an item to boost Charisma or their Proficiency bonus, the DM doesn't have to worry about the player trying to chain Tiamat.

10th-Greater Chain: Add half of your Proficiency bonus (rounded up) to your Chain attempts.

14th- Master of Chains- You can chain a second monster.

Thoughts? It doesn't feel too broken, but there might be some enemies that punch above their CR that I am not aware of. I feel it is important that the Chained monster can die. You cannot resummon them, so losing one in combat results in you taking a blow to power compared to the others.

EDIT: Italicized words are changes I have made.

EDIT: Another edit.
 
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LapBandit

First Post
More homebrew stuff, I am on a roll.

Next goal, change the Warlock. Patrons will be secondary, while Pacts will be the primary subclass. I have a few ideas for this. You will still gain your Patron spells, and will get an Invocation at 1st level, and the Patron abilities at 1st level will be made into Invocations. The rest of the Patron abilities will be moved to Invocations as well, with Prerequisites being the appropriate level and Patron.

Blade-.
3rd-Pact, also gain Medium Armor, shields
6th-Extra attack
That's all they need.

Also, Eldritch Blast should only scale with Warlock level.
 

Lanliss

Explorer
That's all they need.

Also, Eldritch Blast should only scale with Warlock level.
EB is going to be an Invocation, and all of the Invocations that make it stronger will be removed. If it seems a bit weak, I might add +cha to cantrips to the Tomelock.

EDIT: I just realized that wording won't help EB any. I might add +Cha to Cantrips and the EB invocation.
 
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Fanaelialae

Legend
More homebrew stuff, I am on a roll.

Next goal, change the Warlock. Patrons will be secondary, while Pacts will be the primary subclass. I have a few ideas for this. You will still gain your Patron spells, and will get an Invocation at 1st level, and the Patron abilities at 1st level will be made into Invocations. The rest of the Patron abilities will be moved to Invocations as well, with Prerequisites being the appropriate level and Patron.
Interesting. Just a thought, but you could make warlocks have two subclasses (one from patron and one from pact). You'd probably need to reduce the number of invocations they get, or something (maybe 5 at 20th?).

Blade- Easy enough.
3rd-Pact, also gain Medium Armor
6th-Extra attack
10th-Not sure. Maybe the same as War magic from EK.
14th-Life drinker (+Charisma to damage with pact weapon.)
I like it. Since you're giving them medium armor, maybe make it a package deal where they can summon armor with the same action as summoning their weapon?

Tome-Moar spells
3rd-pact
6th- You gain 2 spell slots per short rest.
10th-Magic secrets, as in the Bard. However, the spell can be changed on a level, giving the Warlock access to any two spells they want. Makes sense for someone dealing with higher beings, and addresses the issue of Warlock being so inflexible. Restricted to spells of 5th level and lower, since the Warlock does not technically have slots for 6-9.
14th-Improved Mystic Arcanum: Get 2 uses of your 6th and 7th level Mystic Arcanum.
Not sure what you mean by the level 6 ability. Warlocks already regain all of their spell slots on a short rest. If these are supposed to be extra spell slots on top of what they already get, I'd recommend just one bonus slot (and even that's a lot IMO).

Chain-Thinking of realizing the Monster Tamer people have mentioned here on the forums. This is where I need most of the help.

3rd-Pact
6th-Chain Monster: When you or your familiar reduces a non-humanoid creature to 0 hp you can attempt to Chain it to follow your commands. The DC is the creatures CR+5, and you roll 1d20+ your Charisma Modifier to attempt to Chain it. After you have chained a Monster you can summon it to your side as an Action. It rolls a separate Initiative, and acts on it's own. It will follow your commands, or will defend itself if you have not given it a command. You can only have one Chained Monster at a time, and chaining a new monster results in your current one dying and turning to ash. If the monster has any Lair or Legendary actions, it loses those when it becomes Chained, but otherwise remains as it was before.

10th-Greater Chain: Add your Proficiency bonus to your Chain attempts.

14th- Master of Chains- You can chain a second monster.

Thoughts? It doesn't feel too broken, but there might be some enemies that punch above their CR that I am not aware of. I feel it is important that the Chained monster can die. You cannot resummon them, so losing one in combat results in you taking a blow to power compared to the others.

EDIT: I forgot to mention healing on the Chainlock. I am thinking that you cannot use a Chained monster until you have taken a Short rest, and it simply refills health on a rest. Should I instead make it spend hit-dice as normal?
I think the level 6 ability is problematic as written. Making it require the warlock to get the "killing blow" is probably going to lead to metagaming if there's a creature the warlock really wants (though depending on your group, that might not be a problem). Also, PCs can, with some preparation and risk, take down monsters well above themselves in CR (and an equal CR monster is already above a single PC in power). As such, you could very well end up with a chained creature that is more powerful than the warlock! A single feature should never be more powerful on its own than the character that possesses it. For example, a CR 21 Lich has only 135 HP. With a little luck, even a mid level party could take it down, and while there's a chance that the warlock won't make their check, there's also a chance that they will.

As such, I would recommend making the chaining easier (it might be automatic on being brought to 0, or not require the warlock to land the killing blow) but also institute a CR cap. Maybe something like the CR limit on a Moon Druid's forms.

You're also going to want to consider exactly how this will affect a creature. Is the warlock only in control of their physical form or their mental faculties as well? If I "assassinate" the king and chain him, am I effectively now the king, or am I restricted to making him do the chicken dance (rather than making decrees)? One way to go would be to restrict the creature type (if you don't allow humanoids then a significant part of this issue goes away).

I'm not sure on the matter of healing. On the one hand, getting back all of their HP on a short rest means that the warlock (with pets) can potentially soak more damage in a day than a barbarian (and that's a lot). On the other hand, tying it to HD makes it very finicky, which I'm also not a fan of.

Maybe something like the creature recovers up to half its maximum hp on a short rest (so if you creature has 100 max hp, and is at 20 hp before the short rest, it will be at 50 hp after the short rest). That will force the warlock to be a bit more conservative with the pets. The fact that they can perma-die is a limited limitation in my view. Unless you have pets with unique abilities that aren't easy to replace, you can just chain whatever creatures you're currently fighting to replace any pets you lose. You're going to want to replace your pets fairly regularly anyway, since they don't scale with your level.
 

Lanliss

Explorer
Interesting. Just a thought, but you could make warlocks have two subclasses (one from patron and one from pact). You'd probably need to reduce the number of invocations they get, or something (maybe 5 at 20th?).



I like it. Since you're giving them medium armor, maybe make it a package deal where they can summon armor with the same action as summoning their weapon?
I think being able to summon armor might be a bit much. I might add it, and a Shield one, as invocations, but think getting free medium armor 24/7 is a little too much.



Not sure what you mean by the level 6 ability. Warlocks already regain all of their spell slots on a short rest. If these are supposed to be extra spell slots on top of what they already get, I'd recommend just one bonus slot (and even that's a lot IMO).
Yes, It is meant to give them 2 extra slots per short rest. This Warlock will be 100% spells, so I think being able to cast more than the others is fine. Maybe I can start it at 1 extra, and they get a 2nd extra slot at something like 16-18?


I think the level 6 ability is problematic as written. Making it require the warlock to get the "killing blow" is probably going to lead to metagaming if there's a creature the warlock really wants (though depending on your group, that might not be a problem). Also, PCs can, with some preparation and risk, take down monsters well above themselves in CR (and an equal CR monster is already above a single PC in power). As such, you could very well end up with a chained creature that is more powerful than the warlock! A single feature should never be more powerful on its own than the character that possesses it. For example, a CR 21 Lich has only 135 HP. With a little luck, even a mid level party could take it down, and while there's a chance that the warlock won't make their check, there's also a chance that they will.

As such, I would recommend making the chaining easier (it might be automatic on being brought to 0, or not require the warlock to land the killing blow) but also institute a CR cap. Maybe something like the CR limit on a Moon Druid's forms.

You're also going to want to consider exactly how this will affect a creature. Is the warlock only in control of their physical form or their mental faculties as well? If I "assassinate" the king and chain him, am I effectively now the king, or am I restricted to making him do the chicken dance (rather than making decrees)? One way to go would be to restrict the creature type (if you don't allow humanoids then a significant part of this issue goes away).

I'm not sure on the matter of healing. On the one hand, getting back all of their HP on a short rest means that the warlock (with pets) can potentially soak more damage in a day than a barbarian (and that's a lot). On the other hand, tying it to HD makes it very finicky, which I'm also not a fan of.

Maybe something like the creature recovers up to half its maximum hp on a short rest (so if you creature has 100 max hp, and is at 20 hp before the short rest, it will be at 50 hp after the short rest). That will force the warlock to be a bit more conservative with the pets. The fact that they can perma-die is a limited limitation in my view. Unless you have pets with unique abilities that aren't easy to replace, you can just chain whatever creatures you're currently fighting to replace any pets you lose. You're going to want to replace your pets fairly regularly anyway, since they don't scale with your level.
It was my intention that the Warlock must get the killing blow. If the initiative isn't set up in the most favorable order, this means that choosing to leave an enemy for the Warlock to kill could result in another turn for the enemy.

The whole Chaining system was mostly off the top of my head, and doesn't seem too broken. I can see limiting it though, maybe to something like your spell DC. The will leave a number of the big-bads safe from chaining. Or, I could limit it to "CR no higher than your Character level + Charisma Modifier (Max of CR 20)". However, I do want the Warlock, if they are lucky, to be able to chain something a bit higher up than them, otherwise what is the point. The purpose of this concept is that the Caster/Trainer/Master is the weaker party, and has the Chained creature to do the hard stuff for them.

For healing, I think I will stick with spending hit dice. It will be a little finicky, but not too bad I think.

I want to leave how the creature reacts up to the player. They might want to be a Fiendlock who revels in the hatred his slaves feel for him, or they want to play a Feylock who the creatures just want to serve. Entirely up to the player. Also up to the player is how much they like the pets. They might get sentimental, and try to keep their Zombie around forever, or they might be indifferent to losing their creature.
 

mellored

Explorer
IMO:
Eldrich blast is just a 1d8 attack cantrip. Invocations can add a second target, or make it an AoE, use it in melee (eldritch claws), cause fear on a critical hit, push 5', etc..
extra effects, but not damage.

All warlocks can curse as a bonus action, upto Cha creatures. It reduces a creature's AC by 2. The curse can be expanded based on pact/invocations, you can expand it from there.

Fiend = cursed enemies take extra damage from fire.
Fey = cursed enemies have -2 against charm and fear saves.
Old One = If a cursed enemy rolls a 1, you can redirect it's attack.

Icey curse = cursed creatures are slowed by 5'.
ect...

Also, every warlock get's the ability to make their own bargin. If they can get someone to agree of their own free will, you can gain their soul, which can be used for a 1-time automatic 20. You can store a number of souls equal to your 1/2 your level.
 

Lanliss

Explorer
IMO:
Eldrich blast is just a 1d8 attack cantrip. Invocations can add a second target, or make it an AoE, use it in melee (eldritch claws), cause fear on a critical hit, push 5', etc..
extra effects, but not damage.

All warlocks can curse as a bonus action, upto Cha creatures. It reduces a creature's AC by 2. The curse can be expanded based on pact/invocations, you can expand it from there.

Fiend = cursed enemies take extra damage from fire.
Fey = cursed enemies have -2 against charm and fear saves.
Old One = If a cursed enemy rolls a 1, you can redirect it's attack.

Icey curse = cursed creatures are slowed by 5'.
ect...

Also, every warlock get's the ability to make their own bargin. If they can get someone to agree of their own free will, you can gain their soul, which can be used for a 1-time automatic 20. You can store a number of souls equal to your 1/2 your level.
The mechanics aren't bad, but this pushes a lot of the "Warlocks can't be Good" thinking that I dislike.

I am fine with EB as a basic cantrip, the problem only comes along when other classes dip in 2 levels for EB and one of the invocations. That is still possible this way, but they need at least 3 levels for +cha to damage, and I might change EB to a single attack like the rest of the cantrips, meaning you would only get the +cha on one attack instead of four.
And now I am realizing that 3rd level is probably a bit early for +Cha to cantrips anyway, since Clerics have to wait until 8th level for that. I will go ahead and bump that to the 6th level bonus.
 

Lanliss

Explorer
I just realized, this gives me a good chance to change the Capstone ability as well. Eldritch master is pretty boring, so I would like to make it a more flavorful and interesting ability. Any thoughts? I am leaning towards Invocations. A special tier of invocations that require 20th level, and do a number of interesting things. This will be separate from the normal Invocations, kind of like Mystic Arcanum is separate from normal spells.
 

vincegetorix

Jewel of the North
I just realized, this gives me a good chance to change the Capstone ability as well. Eldritch master is pretty boring, so I would like to make it a more flavorful and interesting ability. Any thoughts? I am leaning towards Invocations. A special tier of invocations that require 20th level, and do a number of interesting things. This will be separate from the normal Invocations, kind of like Mystic Arcanum is separate from normal spells.
Some ideas.
Occult Revelation
Prerequesite: 20th lvl

Skin of the Fiend: 1/Long rest, shapeshift into a Devil or Demon of appropriate CR.
Devour Magic: Dispel magic 1/short rest, if dispel succeed, regain a Spell slot
Sacrifice to Caiphon: Spend HD to recover Spell slots
Touch of the Starry night: As an action, can touch a Surprised creature so cause her to fall asleep.
 

Mephista

First Post
My big change to the Warlock is mainly to the spells.
1) Hex is no longer Concentration.
2) Armor of Agyths keeps its damage running as long as you have THP from any source.

Rather than doing medium armor, I kind of hacked Armor of Shadows to be more like the 4e counterpart and made it into half-cover, granting a +2 AC/Dex save bonus. You keep the leather armors.

Waiting until level 14 to give Lifedrinker is a bad idea. You need it to keep up with the level 11 power curve. 1-4 are apprentice levels, 5-10 are heroic, 11-16 are paragon, and 17+ are "epic," if y'all don't mind me stealing the 4e terms. In 5e, they're not quite named, but level 5, 11, and 17 still represent a big jump in terms of combat power for everyone. Waiting through 3~4 levels, if the game even lasts that long (most end around level 11), to get your normal power curve is kind of annoying.

With Tome? Not really that bad. Actually pretty consistant with Archfey abilities, just more flexible.

Chain... I'll have to look over when I'm not tired.
 

Lanliss

Explorer
My big change to the Warlock is mainly to the spells.
1) Hex is no longer Concentration.
2) Armor of Agyths keeps its damage running as long as you have THP from any source.

Rather than doing medium armor, I kind of hacked Armor of Shadows to be more like the 4e counterpart and made it into half-cover, granting a +2 AC/Dex save bonus. You keep the leather armors.

Waiting until level 14 to give Lifedrinker is a bad idea. You need it to keep up with the level 11 power curve. 1-4 are apprentice levels, 5-10 are heroic, 11-16 are paragon, and 17+ are "epic," if y'all don't mind me stealing the 4e terms. In 5e, they're not quite named, but level 5, 11, and 17 still represent a big jump in terms of combat power for everyone. Waiting through 3~4 levels, if the game even lasts that long (most end around level 11), to get your normal power curve is kind of annoying.

With Tome? Not really that bad. Actually pretty consistant with Archfey abilities, just more flexible.

Chain... I'll have to look over when I'm not tired.
At 11th level they get Mystic Arcanum (6th), so they still get the power jump. Also, Bladesinger gets the same bonus, +Intelligence to damage While bladesinging, so it doesn't seem too horrible. That said, if I can think of a suitable ability to replace it I can live with it going back to a 12th level invocation.

I planned on leaving Armor of Shadows as is, as a Light Armor Invocation, then adding in Medium and Heavy armor ones (Heavy being at a higher level), as well as a Shield Invocation. All but Armor of Shadows would require Blade Pact though.
 

Mephista

First Post
At 11th level they get Mystic Arcanum (6th), so they still get the power jump.
Not quite. Even in the case of the Skald Bard, who get 6th level spells, they also get a direct combat boost in the form of Magical Secrets (smites and ranger bow-spells) at level 10. Likewise, Moon Druid gets Elemental shapes. Non-homebrew blade'lock gets Lifedrinker at 12 (not only unlocks the Invocation, but you get another Invocation slot).

Couple that with the :):):):) spells for a gish in the Mystic Arcanum is grossly problematic. Bladesingers and clerics who wait until 14 can supplement their damage with Planar Ally on top of Spirit Guardian, or Haste / or Elemental Weapon. There is no equivalent for the blade'lock. Actually, no, there is kind of the equivalent, but its found at level 14 and you kind of cut it out.

Normally, level 14 fiend'blade locks also got another power boost on top of the blade bonus - Hurl through Hell. That's completely missing now as well, as is Dark Delierium. Dark Delierium can kind of be replaced with the extra Mystic Arcana in Tome, which is fine. Create Thrall has been integrated into Chain. But we're still missing equivalent power boosts for Blade.


I planned on leaving Armor of Shadows as is
*shrugs* Just talking about what I did, not saying you should do it.
 

Lanliss

Explorer
Not quite. Even in the case of the Skald Bard, who get 6th level spells, they also get a direct combat boost in the form of Magical Secrets (smites and ranger bow-spells) at level 10. Likewise, Moon Druid gets Elemental shapes. Non-homebrew blade'lock gets Lifedrinker at 12 (not only unlocks the Invocation, but you get another Invocation slot).
All of that is true, and as I mentioned I would be fine with moving it back to where it was if I could think of something else that fits.

Couple that with the :):):):) spells for a gish in the Mystic Arcanum is grossly problematic. Bladesingers and clerics who wait until 14 can supplement their damage with Planar Ally on top of Spirit Guardian, or Haste / or Elemental Weapon. There is no equivalent for the blade'lock. Actually, no, there is kind of the equivalent, but its found at level 14 and you kind of cut it out.

Normally, level 14 fiend'blade locks also got another power boost on top of the blade bonus - Hurl through Hell. That's completely missing now as well, as is Dark Delierium. Dark Delierium can kind of be replaced with the extra Mystic Arcana in Tome, which is fine. Create Thrall has been integrated into Chain. But we're still missing equivalent power boosts for Blade.
I didn't quite cut them out, they are just moved to Invocations. So, whatever I come up with for the 14th level has to be balanced enough to be gotten at the same time as any of the Patron abilities that are normally gotten at that time. I am at somewhat of a loss what other ability might fit though... Maybe a delayed 3rd attack, to offset their lack of Magic in comparison to the other full-casters? Then they still get the +cha to attacks at 12 as an Invocation.
 

Lanliss

Explorer
Another thought, what about creatures that willingly submit themselves to a contract to be chained? Is it enough of a bonus that I simply remove the requirement to roll against them (while keeping the CR restriction)? That way, if you can convince a Dragon to submit itself to you (don't ask me how), you don't have to roll against the Chain DC of 26, and just automatically have it chained. Some DMs could even make it a full blown contract, where the Warlock agrees to do some favor for the being, and in return the Warlock gets a servant.
 

Lanliss

Explorer
Alright, I think this is worked out well enough to playtest, here is the breakdown. Altogether, I like how it feels.

General Changes
All Patron abilities are changed into Invocations, which can be taken at the same appropriate level, and only if you have the correct Patron.

Warlocks are able to change their Mystic Arcanum choices the same as other spells they have chosen, when they gain a Warlock level.

Eldritch Blast is an invocation, and higher levels of it are separate Invocations. These do not stack, the highest number of blasts takes precedence. All EB modifying Invocations are removed.

Blade
3rd-Pact, Medium Armor and shields

6th- Extra attack

10th- War Magic, as with Eldritch Knight (PHB 75)

14th- 2nd extra attack


Tome
3rd- Pact

6th- Gain an extra Spell Slot per short rest. Gain a second extra slot at 14th level. Additionally, you now add your Charisma Modifier when you roll damage for Warlock Cantrips, and the Eldritch Blast Invocation if you have it.

10th- At 10th level your Patron bestows you with magical Secrets. Choose two spells from any class spell list, including this class, and add them to your spells known (though they do not count against spells known). When you gain a level in this class you can replace one or both of the spells with another spell for which you also have spell slots, choosing from any class list.
If a spell is not from the Warlock spell list, it nontheless counts as a warlock spell for you.

14th-You now have 2 uses of your 6th and 7th level Mystic arcanum per long rest.


Chain
3rd- Pact

6th- Chain Monster: When you or your familiar reduces a non-humanoid creature to 0 hp you can attempt to Chain it to follow your commands. The DC is the creatures CR+5, and you roll 1d20+ your Charisma Modifier to attempt to Chain it. After you have chained a Monster you can summon it to your side as an Action. It rolls a separate Initiative, and acts on it's own. It will follow your commands, or will defend itself if you have not given it a command. You can only have one Chained Monster at a time, and chaining a new monster results in your current one dying and turning to ash. If the monster has any Lair or Legendary actions, it loses those when it becomes Chained, but otherwise remains as it was before.
There is a CR limitation on what monsters the Warlock can chain, equal to your Warlock Level + Charisma Modifier.
You monster spends hit dice to heal as normal, and refills half of its hit dice after a Long rest. This includes after you have chained it, so a creature that was reduced to 0 hit points will be locked in a pocket dimension until you have completed a rest to heal it.
A creature can willingly submit itself to your chain attempt. For this to happen, it must not be under any charm effect or other form of magical compulsion. If a creature chooses to do this, you do not have to roll to attempt to Chain it, and it does not need to be reduced to 0 hit points for you to chain it. In addition, if a creature chained in this way beats your initiative in combat, it will ready its action to obey whatever command you give on your turn, rather than dodging or attacking on its own.
If a creatures CR ever increases while it is chained by you, you must make a new Chain attempt at that moment to maintain control. For example, Polymorphing a Zombie into a Dragon could lead to serious issues. Creatures who accepted your Chain are exempted from this rule.

10th- Greater Chain: Add half of your Proficiency Bonus (Rounded up) to your Chain attempts.

14th- Chain Master: You can chain two creatures at once. If you chain a new creature while you are already at the two-creature limit, the one that has been chained longer is lost.
 
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