The Sealed One (5e Subclass)
The Sealed One[edit]
Warlock Subclass
Your patron is a powerful entity specialized in magical gates, portals, locks, and seals. A long time ago they were imprisoned, sealed within an object by their own magic being turned against them. Long have they waited, stockpiling power, until the day that that their prison made its way into your mortal hands. In exchange for your loyalty and service, your patron offers you their power, bleeding it through the object so that you may one day free them from their seal.
- Patron Identity
There are many beings with this power across the multiverse. Use the table below to see which of them has fallen into your mortal clutches.
d6 | Patron | Alignment | Type |
---|---|---|---|
1 | Leticia, Mistress of Keys | Lawful evil | Fiend (devil) |
2 | Dalt the Wanderer | Chaotic good | Celestial |
3 | Edobhharc, the Star of Many | Chaotic evil | Aberration (elder evil) |
4 | Abrazzu the Exiled | Chaotic neutral | Elemental (djinn) |
5 | Birut the Unfinished | Lawful neutral | Construct (inevitable) |
6 | Morzekai, Gatekeeper of the Damned | Neutral | Undead |
Expanded Spell List[edit]
Your connection to your patron grants you unique spells that channel some of their power. The following unique spells are added to the list of warlock spells you can choose from.
Spell Level | Spells |
---|---|
1st | open/close wounds, release/seal fears |
2nd | hold open/close, lock/unlock |
3rd | control rifts, release bonds |
4th | invite/ward death, suppress magic |
5th | lock/unlock ability, pass/impasse |
6th | lesser imprisonment |
Bonus Cantrip[edit]
1st-level Sealed One feature
Your connection to your patron grants you the open/close cantrip.
Patron Vessel[edit]
1st-level Sealed One feature
At first level, you have formed a connection with the Sealed One through your patron vessel. This vessel is a small object of your choice, such as a tome, amulet, figurine, or dagger, and is the source of your power as a warlock. The vessel is indestructible, and can be used as a spellcasting focus for your warlock spells.
While you can communicate to your patron through the vessel, it takes stores of power to exert any influence over the world outside of the vessel, so the patron can communicate only fleetingly.
Nothing short of a wish spell or the power of a deity can free your patron from their vessel.
When you choose your pact boon at 3rd level and choose the pact of the tome or pact of the talisman[1], you can choose for your patron vessel to be imbued with the properties of the pact boon as long as it is of a matching item type. For example, if your patron vessel is a tome, it can also be your Book of Shadows. However, you are no longer able to perform any of the rituals to regain your pact boon if you lose it, nor does the item turn to ash if you die.
Losing Your Patron Vessel[edit]
If your patron vessel is more than 15 feet away from you, you suffer the following penalties:
- You gain no features besides ability score improvements and eldritch invocations from leveling up as a warlock of the Sealed One until you regain your patron vessel.
- You are unable to regain expended pact magic spell slots from the completion of a short rest.
- If you have the pact of the blade or pact of the chain, you are unable to summon the pact weapon or familiar granted to you by those features.
- If you can perform a ritual to recover a lost item granted to you as your pact boon such as the Book of Shadows or talisman, that ritual has no effect.
- You are unable to use the following warlock features: Bound Favor, Limited Manifestation, Unsealed Armor, and Eldritch Master.
You have a mystical link with your patron vessel that allows you to always know in which direction it is from you. If it is on a different plane, you know the direction to the closest portal or series of portals that takes you to that plane.
Unlocked Potential[edit]
1st-level Sealed One feature
As a way to entreat you, your patron unlocks talents within you that you never knew you had. You gain your choice of two of the following:
- +1 to an ability score of your choice.
- Proficiency in medium armor, heavy armor, and shields.
- Proficiency in a total of two weapons, tools, or skills of your choice.
- Expertise in one skill or one tool of your choice, as long as you are already proficient in that skill or tool.
- Fluency in two languages of your choice.
Alternatively, if your DM allows the use of feats, you may instead take a feat.
Bound Favour[edit]
6th-level Sealed One feature
Your patron wants you to survive, and has pooled enough power to enable it to ensure so. As long as your patron vessel is within 15 feet of you, your patron can act out in one of the following ways to keep you alive:
- If you are at 0 hit points and dying, your patron can keep your wounds closed, causing you to become stabilized at the beginning of each of your turns for 1 minute.
- If you are subjected to a spell or magical effect, your patron can suppress the magic acting upon you causing you to be unaffected by it for 1 minute.
- If you are subjected to an effect that would kill you outright, such as massive damage or the power word kill spell, your patron can steel your body and soul against the effect, causing it to bring you to 0 hit points instead.
- Your patron can unlock an inner well of stamina within you, granting you temporary hit points equal to 1d12 + your warlock level. While you possess these temporary hit points, you ignore the effects of exhaustion. These temporary hit points last until you finish a short or long rest.
Once this feature has been used, 24 hours must pass before it can be used again.
When you reach 14th level in this class, this feature can be used twice, regaining one use every 24 hours.
Limited Manifestation[edit]
10th-level Sealed One feature
Your patron's power channels through you, pooling enough to form an avatar that represents them.
imbued with a fraction of their will and sentience CR 1 tiny creature of your choice. can communicate telepathically with you If it's killed or destroyed it dematerializes and reforms 24 hours later. They are invisible to other creatures without truesight, and cannot interact with the world. Unless they choose to become physical. Then they can. immune to all damage except psychic when immaterial
Unsealed Armor[edit]
14th-level Sealed One feature
your patron avatar merges with you for a short period AC = 12 + cha + dex resistance to certain damage temporary hit points equal to half your warlock level each turn unsure about this feature concept in general
Sealed One Spells[edit]
The following are the descriptors for the specific spells unique to the Sealed One warlock patron.
Open/Close[edit]
Transmutation cantrip | |
Casting time: | 1 action |
---|---|
Range: | 60 ft. |
Components: | S |
Duration: | Instantaneous |
You have control over the binary state of simple aperatures. Choose one of the following effects to occur within range.
- An unlocked and unbarred door or window either bursts open or slams shut.
- An unlocked chest, container or other lidded object either opens or closes.
- You make the eyelids or mouth of a creature open or close.
You may be able to do other things with this spell in applicable areas such as toggling the open/closed states of valves or switches, but it falls under the purview of the DM whether or not a specific instance is applicable.
Open/Close Wounds[edit]
1st-level transmutation | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Instantaneous |
You touch a living creature that is missing hit points and choose either to open their wounds further or seal them.
Open Wounds. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage as their wounds split open.
Close Wounds. The target regains hit points equal to 1d6 + your spellcasting ability modifier.
Roll twice the amount of d6s for this spell if the target is below half its maximum hit points. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt or hit points regained increases by 1d6 for each spell level.
Release/Seal Fears[edit]
1st-level enchantment | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Concentration, up to 1 minute |
You touch a creature capable of fear, choosing either to seal its fears inside or to make them run rampant.
Release Fears. The target must make a Wisdom saving throw as you release their inner demons. If the target fails, it has disadvantage on all attack rolls and ability checks until the spell ends. At the end of each of its turns, the target may repeat the saving throw, ending the effect on itself on a success.
Seal Fears. A creature you select has its ability to feel fear sealed away. The creature becomes immune to being frightened and gains temporary hit points equal to your spellcasting modifier at the beginning of each of its turns. If the creature is unwilling, it may make an Intelligence saving throw to deny the effect.
This spell has no effect on creatures with an Intelligence score of 3 or lower or immunity to the frightened condition.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell no longer requires concentration. With a spell slot of 5th level, the duration of the spell becomes 10 minutes.
Hold Open/Close[edit]
2nd-level transmutation | |
Casting time: | 1 action |
---|---|
Range: | 60 ft. |
Components: | S |
Duration: | Concentration, up to indefinitely |
You exercise control over the state of simple apertures. Choose one of the following:
- You force an unlocked door, window, or container to either stay closed or open. Creatures attempting to change the object's state must succeed a Strength check against your spellcasting DC in order to successfully do so.
- You force the eyes or mouth/windpipe of a creature to either stay closed or open. Forcing the creature's eyes closed renders them blinded, while forcing their windpipe closed renders them unable to speak or breathe. The affected creature can make a Strength saving throw at the end of each of its turns to override and end the effect.
As with the cantrip, there may be other objects that exist that may be applicable to the behavior of this spell. Such applicability is determined on a case-by-case basis by the DM.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can target one additional object or creature within range for each slot level above 2nd.
Lock/Unlock[edit]
2nd-level transmutation | |
Casting time: | 1 action |
---|---|
Range: | 30 ft. |
Components: | S |
Duration: | Instantaneous |
You exercise control over the state of a lockable object within range. The lock on the object can be a simple as a padlock or as complex as a code. If the object is locked, you unlock it. If it is unlocked, you lock it. More complex or magical lock mechanisms may require a spellcasting check to successfully lock or unlock, or may just fail outright.
Control Rifts[edit]
3rd-level conjuration | |
Casting time: | 1 action or 1 reaction taken when a rift is created within range |
---|---|
Range: | 30 ft. |
Components: | S |
Duration: | Concentration, up to 1 round/Instantaneous |
You exercise control over the state of a rift in space, choosing to either open it wider or prevent transit entirely. A rift is created when a creature teleports or uses similar magic such as gate.
Hold Rift. You hold a rift in space open for the duration, allowing creatures and objects to travel through it for a longer period of time.
Seal Rift. You close a rift in space, allowing no creatures or objects to travel through it any longer. This is instantaneous if it is a temporary rift, such as those created by a spell, but requires concentration if it is a permanent rift. A permanent rift unseals as soon as the spell ends.
At Higher Levels. The non-instantaneous duration increases to 1 minute if you cast this spell using a slot of 4th level. It increases to 10 minutes if you use a slot of 5th level.
Release Bonds[edit]
3rd-level abjuration | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Instantaneous |
You touch a magical prison or creature restrained by magic. If the magical prison or restraint was created by a spell of 3rd level or lower, the spell ends. Otherwise, make a spellcasting ability check with the DC equal to 10 + the spell's level, ending the effect on a success.
This spell has no effect on magical prisons created by the power of an artifact or deity, nor can it free your patron from your patron vessel.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a magical prison or restraint if the spell's level is equal to or less than the level of the spell slot you used.
Invite/Ward Death[edit]
4th-level necromancy | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Concentration, up to 10 minutes |
You touch a creature and focus on it, choosing either to loosen or strengthen the bonds its soul has to its body.
Invite Death. When the creature takes damage from an attack or effect, it takes an additional 4d6 necrotic damage (counted as part of the same attack or effect). If the creature is reduced to 0 hit points, it has disadvantage on death saving throws.
Ward Death. When the creature takes damage that would reduce it to 0 hit points, you can use your reaction to cause it to be reduced to 1 hit point instead. If the creature is reduced to 0 hit points while this spell is active, it has advantage on death saving throws.
This spell has no effect on undead or constructs.
Suppress Magic[edit]
4th-level abjuration | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Concentration, up to 8 hours |
You touch one creature or object and attempt to suppress any magic currently affecting it. Choose one of the following options:
- You suppress the effects of one spell affecting the target of 4th level or lower for the duration. You may attempt a spellcasting ability check to suppress a spell of a level higher than 4th, with the DC equal to 11 + the spell's level.
- You suppress the properties of a non-artifact magic item for the duration.
- You suppress the effects of one curse affecting the target for the duration.
An unwilling creature can make a Dexterity saving throw, avoiding your touch and the effects of this spell on a success.
At Higher Levels. When you cast this spell using a slot of 5th level, the effects of spells you can automatically suppress are 5th level or lower.
Lock/Unlock Ability[edit]
5th-level transmutation | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | 1 hour |
Just as your patron unlocked things within you, so too can you unlock things within other creatures. Or take them away, if you wish.
Lock Ability. A creature you touch must make an Intelligence saving throw. If they fail, you can choose to either have them lose their proficiency bonus or render them unable to use an ability they once had (e.g. A red dragon could be made unable to use their fire breath) for the spell's duration.
Unlock Ability. A willing creature you touch gains proficiency in a skill they hadn't before, or expertise in one of their existing skills if they did not already have it already. Once the spell ends, they lose the bonus. Alternatively, they gain one feature of your choice from either the next level of any classes they have, the first level of a class they meet the multiclass prerequisites for, or a subclass of their current class for the duration.
Pass/Impasse[edit]
5th-level transmutation | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | S |
Duration: | Concentration, up to 1 hour |
You touch a solid wall or the edge of an open aperture, manipulating matter and space and choosing either to create a passage through it or bar passage entirely.
Pass. You create a passage up to 10 feet wide and tall and up to 30 feet deep in a solid wall made of nonmagical, nonliving material. It creates no instability in the structure it is hewn from. If the spell ends early, creatures and objects in the passage are ejected to the nearest unoccupied space. If you maintain concentration on the spell for it's full duration, the passage is permanent.
Impasse. You cause an opening no more than 10 feet wide in any direction in a solid wall made of nonmagical, nonliving material to fill in homogeneously. Any creatures caught in the space must make a Dexterity saving throw to avoid becoming trapped in the wall, taking 8d6 bludgeoning damage and becoming restrained. The obstruction clears if the spell ends early. Otherwise, if you maintain concentration for the entire duration of the spell, it is permanent.
Lesser Imprisonment[edit]
6th-level abjuration | |
Casting time: | 1 action |
---|---|
Range: | 30 ft. |
Components: | S |
Duration: | Concentration, up to 1 minute |
You target a creature you can see within range and attempt to seal them away into magical prison. The target must succeed on a Charisma saving throw or become enwrapped in magical chains, becoming restrained. A creature restrained by this spell must make another Charisma saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, the chains compress it into a Tiny glowing orb and the spell ends. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
The orb has an AC of 10 and and is destroyed if it takes 25 or more damage in a single round. It has resistance to all damage except force and bludgeoning, piercing, and slashing from magical weapons. The creature inside does need to eat, breathe, or drink, and it does not age. If the orb is destroyed or targeted by dispel magic, the creature is released into its space.
Once every 24 hours after being imprisoned, the creature inside has a 5% chance to escape if there is sufficient space nearby.
Manifestations[edit]
Fiendish Manifestation[edit]
Tiny fiend, lawful evil Armor Class your warlock spell save DC
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Devil's Sight. Magical darkness doesn't impede the manifestation's darkvision. Magic Resistance. The manifestation has advantage on saving throws against spells and other magical effects. ACTIONSHellish Burst.
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Aberrant Manifestation[edit]
Tiny aberration, chaotic evil Armor Class your warlock spell save DC
Damage Resistances acid, force, necrotic, psychic Inexplicable. The manifestation's thoughts can't be read by any means. ACTIONSPsychic Burst.
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Celestial Manifestation[edit]
Tiny celestial, chaotic good Armor Class your warlock spell save DC
Damage Resistances radiant, necrotic Divine Awareness. The manifestation knows if it hears a lie. Magic Resistance. The manifestation has advantage on saving throws against spells and other magical effects. ACTIONSRadiant Burst.
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Elemental Manifestation[edit]
Tiny elemental, chaotic neutral Armor Class your warlock spell save DC
Damage Resistances fire, cold, lightning, thunder Magic Resistance. The manifestation has advantage on saving throws against spells and other magical effects. ACTIONSElemental Burst.
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Clockwork Manifestation[edit]
Tiny construct, lawful neutral Armor Class your warlock spell save DC
Senses darkvision 60 ft., Passive Perception 11
Immutable Form. The manifestation is immune to any spell or effect that would alter its form. Magic Resistance. The manifestation has advantage on saving throws against spells and other magical effects. ACTIONSOrdered Strike.
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Shadowy Manifestation[edit]
Tiny undead, true neutral Armor Class your warlock spell save DC
Damage Resistances necrotic ACTIONSShadowy Burst.
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- ↑ Tasha's Cauldron of Everything pp. 71