The Sealed One (5e Subclass)

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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 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:

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 creature must make a Constitution saving throw. If they fail, their existing wounds split open, taking 3d6 necrotic damage, or 3d12 necrotic damage if they are below half their maximum hit points.

Close Wounds. The creature's wounds close. They regain 1d6 + your spellcasting ability modifier hit points, or 1d12 + your spellcasting ability modifier if they are below half their 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 one die for each spell slot level above 1st.

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
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., Passive Perception 11
Languages the languages you speak, Infernal


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.

ACTIONS

Hellish Burst.



Aberrant Manifestation[edit]

Tiny aberration, chaotic evil


Armor Class your warlock spell save DC
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 17 (+3) 12 (+1) 14 (+2)

Damage Resistances acid, force, necrotic, psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., Passive Perception 11
Languages the languages you speak, telepathy 60 ft., Deep Speech


Inexplicable. The manifestation's thoughts can't be read by any means.

ACTIONS

Psychic Burst.



Celestial Manifestation[edit]

Tiny celestial, chaotic good


Armor Class your warlock spell save DC
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4)

Damage Resistances radiant, necrotic
Condition Immunities charmed, frightened
Senses truesight 60 ft., Passive Perception 11
Languages the languages you speak, Deep Speech


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.

ACTIONS

Radiant Burst.



Elemental Manifestation[edit]

Tiny elemental, chaotic neutral


Armor Class your warlock spell save DC
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4)

Damage Resistances fire, cold, lightning, thunder
Senses darkvision 60 ft., Passive Perception 11
Languages the languages you speak, Primordial


Magic Resistance. The manifestation has advantage on saving throws against spells and other magical effects.

ACTIONS

Elemental Burst.



Clockwork Manifestation[edit]

Tiny construct, lawful neutral


Armor Class your warlock spell save DC
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4)

Senses darkvision 60 ft., Passive Perception 11
Languages all


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.

ACTIONS

Ordered Strike.



Shadowy Manifestation[edit]

Tiny undead, true neutral


Armor Class your warlock spell save DC
Hit Points
Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 18 (+4)

Damage Resistances necrotic
Senses darkvision 60 ft., Passive Perception 11
Languages all


ACTIONS

Shadowy Burst.



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