Warlock
Base Class: Warlock

This being is one who has been sealed away for all eternity, or at least that was the plan. Cracks, faults, or perhaps simple imperfections have been found in their prison, just enough for their whispers to slip through, and they are taking full advantage of it. This entity has been long forgotten by the mortal races, and even some of the immortal ones and if nothing else, their lust for freedom remains, which lends them to aligning with kindred spirits, such as free spirited adventurers, granting them powers they've cultivated by studying their prison in exchange for searching for the key to their freedom, or simply a glimpse into the world that has long since forgotten them.

Expanded Spell List

The Sealed One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 
Sealed One Expanded Spells
SPELL LEVEL SPELLS
1st Protection from Good and Evil, Sanctuary
2nd Warding Bond, Arcane Lock
3rd Magic Circle, Blink
4th Banishment, Otiluke's Resilient Sphere
5th Wall of Force, Dispel Good and Evil

Escape Artist

Starting at 1st level, your patron's lust for freedom manifests in you as newly acquired skills. You gain proficiency with Thieves tools, as well as your choice between the Athletics or Acrobatics skills. Additionally you gain a Climb and Swim speed of 20 feet if you did not already have them.

Acrobatics

Gain proficiency with the Acrobatics skill.

Athletics

Gain proficiency with the Athletics skill.

Sealed Fate

At 1st level, you can call upon your Patron to protect you, or those you deem worthy, using their prison. When you, or an ally within 30 feet of you takes damage, as a reaction, you can grant them a protective barrier before the damage is taken. The barrier grants the target temporary hit points equal to twice your Warlock level. You may use this feature a number of times equal to your proficiency modifier. All uses of this feature are regained on a short or long rest.

Freedom Fighter

You're fighting for someone's freedom. Mainly your own. At 6th level, you gain proficiency with medium armor, heavy armor, shields, and martial weapons. Also armor cannot grant you disadvantage on Dexterity(Stealth) checks.

Additionally you gain access to one Fighting Style of your choice.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Unbound Servant

At 10th level, Your Patron grants you an envious amount of freedom. Your movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce your speed. Additionally you have advantage on saving throws against affects that cause you to become paralyzed or restrained.

You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has grappled you.

Shared Prison

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to your patron's prison. The creature disappears and subject to your patron's whims.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, if it survives. The target takes 8d8 psychic damage from the horrific experience, or half if the target is a celestial.

If the target is reduced to 0 hit points from this feature, you gain the effects of the Bless spell for one hour.

Once you use this feature, you can't use it again until you finish a long rest.

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