Sealed Patron (5e Subclass)

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Sealed Patron[edit]

A warlock subclass

rigrena-sanja-grbic-finished.jpg
Rigrena ★ Rigie ★ Sanja Grbic, https://www.artstation.com/artwork/YarOnd

Sealing of the Great Devil Lord[edit]

A devil lord waits impatiently on his thrown of human bones. He looks at his personal guards of elite devils and foolish fiend warlocks that pledge unwavering loyalty to him. This is the most boring part of dealing with troublesome adventures. The devil lord sighs. He hates it when a group of brave adventures take a short or long rest in front of the doors to his throne room. From years of dealing with mortals, the devil lord knows that it is wise to let adventures rest. If he attacks a resting party, they often flee and it is a pain to chase them. After proper rest, adventures will regain their bravery and foolishly charge into the throne room and right into a perfectly created trap. This waiting is a necessary step to remove these pest.

The party barged into the throne room without knocking; adventures have no manners. The devil lord begins his usual short speech to give ample amount of time for the adventures to slowly approach his throne. None of them realized that the doors quietly close behind them and sealing their doomed fate. His speech ends with usual question and the adventure reply with the "proper" response of starting the fight. Its time to crush these fools.

The party surge forward and clash with the elite devils, fiend warlocks, and with the devil lord himself. One by one, the party members overcome with burn, eldritch blasts, and slashes of the devil lord's great cursed ax. As proper adventurers, they go down fighting. Among the bodies lie the elite devils and fiend warlocks. As the combat draws to the close, only three remained. A paladin standing on her last legs and out of her deadly smites. A devil lord quite hurt but still got quite of magic to spare. A cleric with annoying sanctuary and other defensive spells. She has been chanting a spell from an old tome this entire fight.

The devil lord feels great divine energy gathering around the cleric. Not a problem. This battle soon will be over. He will make a quick work with the paladin and kill the cleric before the cleric unleashed her divine spell. He rush forward to the paladin as the paladin raises her shield and makes her last stand. Suddenly, a bright, radiant light comes from the cleric. The paladin and devil lord stops their fight as they are blinded by the sudden light. The divine energy feels suffocating to the fiend lord as the cleric begins the float. The fiend lord can barely make out a second radiant figure behind the cleric. Devil lord is filled with fear; the first time in eons. The cleric managed to do a successful a divine intervention. Her god is here. The devil lord feels divine energy burn into his skin and into his very soul. The devil lord screams in pain as he blacks out.

The devil lord wakes up as the ground shakes up and down. He opens his eyes. He is in a cage on a moving cart that is driven by the cleric. Around him, devil lord sees the entire party, alive and happy. They are riding on their horses. Despite being defeated in battle, he is alive and more importantly unbound. The devil lord smiles. A foolish mistake. The devil lord draws his power and throw his strongest magic at the cage. Nothing. As if his powers are sealed. Panic surges through out his body and fully waking up his mind. Something is not right. He looks at his body and he lets out a childish scream.

That was the story how a group of adventures adopted a rudely and relatively harmless half-elf child that used to be the frightening devil lord.

Sealed Inside of a Mortal Body[edit]

Powerful entities exist in this world long before the creation of this world. Some of them use their powers to create their influence onto this world. Others bless the mortals that they like. Few of them desire to be left alone. Occasionally, these great being live among the mortals. Then there are the one that sell or lend their power to power hungry mortals in exchange for something else. These are what the mortals call patrons and their worshippers called warlocks.

Patrons wield great power and willing to give it to others for a price. Someone that powerful is incredibly hard to kill. It is much easier to seal patrons in a prison or in this case of sealed patron warlock, inside a mortal body. Sealed patron warlocks are used to be powerful patrons but now trapped in a mortal body. Not all hope is lost. The seal can only do so much to a powerful entity. Sealed patron can regain a fraction of their power for a short time in case of danger. Maybe one day, you can regain your lost glory.

Your Seal[edit]

There is numerous of different ways how a seal has been forcefully or willing played on you to block your full power and keep you in a mortal body. The seal cannot be removed from you or be more than 60 ft from at all times. When it is forcible leave 60 ft from you, it teleports to your space. The seal cannot destroyed unless a powerful ritual with a help of a power entity or the creator the seal chooses to remove it. Death of your mortal body or moving to a different body does not break or neutralize the seal. The below is just a list of suggestions to help to figure out your seal. Your seal is always on you or near you at all times.

Your Seal
Random Number Seal
1 Traditional arcane rune on your body
2 Cursed jewelry that you cannot remove
3 Tattoo carved on your body
4 Birthmark as you have been reborn into this body
5 Cursed gear that always returns to you
6 Invisible spell inscribed into your body

Suggestions on how you got sealed: you were slain by the hero. Your follower mess up your resection and now trapped in the body of the sacrificed.

You anger a God with your creation of evil weapons and their hexblade warlocks wielder. As a punishment, you were sealed into mortal. You have a weapon that holds your seal. No matter how hard you try, you cannot get rid of it and break the seal placed on you.

During your magically introduced sleep, powerful group of spell tattoo artist inscribed their master piece onto your body. They sealed your powers to prevent you from getting in their way. You wake up as a completely new body.

An adventurer gives you a powerful magical necklace in exchange to spare her and her party. You agreed as you place on the necklace. The new power flow through your body, granting great magic. Then the curse kicks in; overpowering and sealing your magical powers. You revert into a mere mortal and unable to remove this cursed necklace.

You were killed during a great battle against a god. Your great power refused to rest in piece and flowed into an unborn child. You wake up as a newborn child with an unusual birthmark.

You foolishly believe that you can take over a god's power. You lost and cast down to the mortal plane. You are doomed to live the rest of your short life as a mortal. To make things worst, a shield with the symbol of that god is always with you. Reminding you of the seal contained inside the shield and the god that defeated you.

Ex-patron[edit]

You used to be a patron that lend power to your followers, time to use some of those abilities for yourself. Choose one subclass that you used to give to your Warlocks.

  • Archfey (You were a fey)
  • Celestial (You were a celestial)
  • Fathomless (You were a creature with strong connection with sea)
  • Fiend (You were a fiend)
  • Genie (You were an elemental)
  • Great Old One (You were a forgotten god)
  • Hexblade (You were a weapon, construct, or something related with forging)
  • Seeker (UA) (You were in the astral plane or a great spellcasting that used in live in astral plane)
  • Undead (You were a lich or undead)
  • Undying (You were an immortal creature, lich, or a god that grants everlasting life)

Ask your GM if you can take a HB warlock subclass for your ex-patron.

The choice you make augments some of your subclass features, as noted below.

Expanded Spell List

The Sealed Patron lets you choose from an expanded list of spells when you learn a warlock spell. The expanded spells from the warlock subclass from ex-patron are added to the warlock spell list for you.

True Form[edit]

At 1st level, as someone as powerful as you, you are able to weaken the seal enough to regain some of your old glory for a limited time. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You gain the creature type of your original form
  • Advantage on intimidation checks

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your true form reflects some aspect of your original form. For example, your skin and flesh on your face becomes transparent and invisible, showing a familiar skull of a lich. Or your clothes transformed into wrapped bandages similar to the bandages that protected you as a mummy lord. Or celestial wings of an angel.

Muscle Memory[edit]

At 1st level, your battle experience of your previous life proves useful in this one. You gain proficiency with medium armor and shields. You have advantage against frightened.

Additionally, you remember the weapon that you are most familiar with in your previous life. Choose up to two weapons of your choice and they become your mastered weapons. You gain proficiency with mastered weapons if you do not already have proficiency. You can perform the somatic components of spells even when you have your mastered weapons in one or both hands.

Patron's Borrowed Power[edit]

At 1st level, even at your weakened form, you are still able to give some of your great power to your worshipers. After a long rest, a willing creature gains Beginner's Warlock Blessing. Next time they level up, they may become or multiclass into a warlock. The warlock's subclass must be the same as the ex-patron's subclass.

When you or a friendly warlock, that the patron is yourself that is within 60 ft of each other, are casting a warlock spell, the spell can originate from either party. Additionally, both parties are completely immune to warlock spell casted by either side as long they are within 60ft of each other. Example: you can cast shatter from your warlock ally and make it target at their feet. They take no damage from that shatter spell.

Additionally, any warlock that their patron is you, they cannot use warlock features including spellcasting against you.

Patron Powers[edit]

At 6th level, you grant key features that you give to your worshipers. You gain one of the features based on your ex-patron.

  • Archfey: Misty Escape
  • Celestial: Healing Light
  • Fathomless: Tentacle of the Deeps
  • Fiend: Dark One’s Blessing
  • Genie: Elemental Gift
  • Great Old One: Entropic Ward
  • Hexblade: Hexblade’s Curse
  • Seeker: Astral Refuge
  • Undead: Grave Touched: Replace Form of Dead with True Form
  • Undying: Defy Death
  • Homebrew Subclass: gain one feature from your subclass that is 1st or 6th level feature

True Form Improvement[edit]

At 10th level, you are getting better at drawing more power from your original form. While you are in your True Form you gain features depending on your ex-patron.

Archfey

You channel unearthly beauty

  • You can turn weapon damage type to physic
  • You are resistant to physic damage
  • Whenever you cause a creature to become frightened, you instead may make them charmed. While charmed this way, they have no desire to fight anyone. They remake the save at the end of their turn. This automatically ends if they take any damage.
Celestial

You channel the holy power of the celestial

  • You can turn weapon damage type to radiant
  • You are resistant to radiant damage
  • Whenever you or another creature cast a spell using a spell slot that restores hit points to a creature, as a reaction, you or another creature within 30 feet of you can regain hit points equal to your charisma modifier.
Fathomless
  • You can turn weapon damage type to cold
  • You are resistant to cold damage
  • You gain a swimming speed of 40 feet, and you can breathe underwater.
  • Whenever you deal cold damage, that creature must succeed on a Strength saving throw against your spell save DC or be pushed back 5 ft.
Fiend
  • You can turn weapon damage type to fire
  • You are resistant to fire damage
  • You are extremely lucky. Once per turn, you reroll 1s or 2s on d20s.
Genie
  • You can turn weapon damage type to one that is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)
  • You are resistant to same damage type as your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid)
  • You gain 5 ft flying speed (hover)
  • As an action, you turn any tiny objects that have an opening and it is hollow into your Vessel for 1 hour. Any creature that you desire can use their action to enter your Vessel as long they are within 5 ft of it. The extradimensional space inside the Vessel is the same as the spell rope trick. You can only have 1 Vessel at a time.
Great Old One
  • You can turn weapon damage type to physic
  • You are resistant to physic damage
  • You gain 30 ft telepathy
  • You can add your intelligence or wisdom modifier to any charisma rolls when you are using telepathy.
  • Your thoughts cannot read in any way
Hexblade
  • Your weapon are magical for the purpose of over coming resistances
  • You are resistant to one of the damage type dealt by your weapon. This can only be changed when you pick up a new weapon.
  • You gain proficiency in all martial weapons
  • When you attack with your mastered weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can use your Charisma modifier, instead of Dexterity, for calculating your AC
Seeker
  • You are resistant to fire or cold damage
  • You no long need to breathe
  • You gain proficiency in chain and whips
  • As a bonus action, you can summon a Star Chain with the stats block of a whip. Star Chain is always under the effects of light and elemental weapon. You can only choose fire or cold damage.
Undead
  • You can turn weapon damage type to necrotic
  • You are resistant to necrotic damage
  • Once per turn, you can deal an extra d10 necrotic damage to one creature
Undying
  • You can turn weapon damage type to necrotic
  • You are resistant to necrotic damage
  • You can change your damage resistance to any damage type as an action
  • You hit points and maximum hit points cannot be reduced
  • When you exit True Form, you do not take any damage from the excess damage and you gain resistance to all damage type until the end of the current turn.
Homebrew Subclass
  • Your weapon are magical for the purpose of over coming resistances
  • You are resistant to one of the damage type dealt by your weapon. This can only be changed when you pick up a new weapon
  • Gain an extra d10 + Charisma modifier of temporary hit points

GM may create their own 10th feature for your subclass

Final True Form[edit]

At 14th level, you create a new set of magical power just for your new mortal form. While you are in your True Form you gain features depending on your ex-patron.

Archfey

You can cast charm person or charm monster without spending any spell slots.

Celestial

Healing Light uses d8 dice instead of d6 dice. Additionally, you gain 30 ft of flight speed.

Fathomless

Whenever you deal cold damage, their speed is reduced by half

Fiend

At the start of each of your turns, each creature within 5 feet of you takes 2d6 fire damage, and flammable objects in the aura that aren’t being worn or carried ignite

Genie

Gain all special movement and features of your original form except natural armor, spell casting, and multi-attack. Marid's frigid aura deals d6 instead of 2d6 cold damage.

Great Old One

Learn three spells from any spell list that requires intelligence or wisdom saving throw and deal no damage. You change these spell after every level. You can only cast these spells in True Form

Hexblade

When you deal damage to a hexed creature, you deal an extra d8 instead of d6 damage

Seeker

After a 10 minute ritual, you can cast plane shift or astral projection with out spell slots or material. You only can go from material to astral plane and back.

Undead

Whenever you frighten a creature without using spells, they are also paralyzed

Undying

If damage knocks you out of True Form, you make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you keep your True Form, take no more damage from this source, and reduce temporary hit points to 1.

Homebrew Subclass

Once per turn, your attack deal an extra d8 necrotic damage.

GM may create their own 14th feature for your subclass

Tap into Patron Powers (Optional)[edit]

Replaces Final True Form

At 14th level, you regain the most powerful features that you used to give out to others. You gain any feature of your choice from the subclass from your ex-patron.

Resisting the Seal[edit]

Some sealed patron warlock refused to be permanently sealed to a mortal body. They aim to break the seal, no matter the cost. These following optional feature represents the slow process of breaking the seal.

Finding Weak Points in the Seal (Optional)[edit]

Replaces Patron Powers

At 6th level, you find ways to pull power from your original form through the weak points in the seal. While in True Form, you regain all skill, tool, language, armor, and weapon proficiencies of your original form. Additionally, you regain half (rounded up but no lower than your walking speed) of your old flying, swimming, or borrowing speed, while in True Form.

If your GM believes that your original form does not have enough proficiencies or special movement, you also gain two spells in any combination from the warlock spell list or spells that you originally learned in your old form. Each time you level up in this class, you may change the spells that you gain from this feature.

The Seal is Getting Weaker (Optional)[edit]

Replaces Patron's Resistance

At 10th level, it is becoming easier to regain your true from. While in true form, you gain one feature of your original form or gain all resistances of your original form. GM may modify the feature to be weaker or more fitting for your mortal form.

The Seal is Cracking (Optional)[edit]

Replaces Tap into Patron's Powers

At 14th level, you are closer than ever to breaking the seal. While in True Form, you gain any feature from your original form. GM may modify the feature to be weaker or more fitting for your mortal form.

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