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The Sovereign Throne

Your patron is a king maker, an emperor-creator, and is the architect behind some of the greatest, if not most terrifying, rulers existence ever has ever known. This Sovereign Throne beckons and yearns for a worthy successor. Indescribably ancient, this being has watched over and guided monarchs into the brightest of golden ages and through the blackest of dark ages. You've made a pact with the Throne, swearing to rule as its keeper, though the price for that power will undoubtedly be paid in blood.

Expanded Spell List

The Sovereign Throne let 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.
Sovereign Throne Expanded Spells
Spell Level Spells
1st command, sanctuary
2nd silence, zone of truth
3rd phantom steed, spirit guardians
4th compulsion, Leomund's secret chest
5th dominate person, legend lore

Chosen Heir

Beginning at 1st level, your patron has bestowed upon you the mark of succession. You gain the light, minor illusion, and thaumaturgy cantrips, which count as warlock cantrips for you, and do not count against your number of cantrips known. All of which you can cast only requiring verbal components.   When you cast either, you can manifest your patron's mark, be it a spectral crown, a glow around your sword, or glossed eyes, and gain advantage on Charisma checks for the next minute against all creatures within 60 feet of you who witnessed this manifestation, as they recognize your royal authority.   Once you manifest your patron's mark this way, you can't gain its benefits again until you finish a short or long rest.

Seat of Power

Starting at 1st level, your patron manifests in your mind, calling your name and bestowing you power in its image. Choose a throne, or roll a d20, on the Thrones of Power table to determine the material composition of your patron.   In addition, you learn a language corresponding to your patron found on the Thrones of Power table. Your patron communicates to you in this language.
Thrones of Power
d20 Throne Material Language
1 Aberrant Deep Speech
2 Bestial Druidic
3 Bone Any
4 Conventional Any Standard or Undercommon
5 Cosmic Telepathy (30 feet)
6 Elemental Primordial
7 Flesh, Ichor, Sinew Infernal
8 Light Celestial
9 Mechanical Modron
10 Nature Sylvan
11 Oil, Shadow, Sludge Abyssal
12 Precious Metals (Gemstones) Draconic or Slaad (Gem)
13 Crystal, Glass Sphinx
14 Magical Force Giant
15 Fur Gnoll
16 Coins Thieves' Cant
17 Candle Witchtongue
18 Porcelain Deception
19 Food Goblin
20 Snow, Ice Yeti

Fated Trial

By 6th level, the trials you face have become more adverse — tests of fate to prove you are worthy.   When you would fail a saving throw, you can reroll the saving throw, except this time you make a Charisma saving throw instead as your force of will tries to endure this trial.   Once you use this feature, you can't use it again until you finish a short or long rest.

Indomitable Presence

At 10th level, you have advantage on Charisma saving throws. When you would succeed on a Charisma saving throw, you can use your reaction to cause the creature who forced you to make the saving throw to become frightened of you until the end of their next turn.   Additionally, choose one Charisma skill of which you are proficient. You gain expertise with the chosen skill, doubling your proficiency bonus for ability checks you make that use the chosen skill.

The King's Domain

At 14th level, you rise to the standard your patron expects of its chosen monarch and claim domain over one school of magic. Choose one of the following schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation.   You can expend a warlock spell slot to cast any 5th-level spell or lower from the chosen school of magic. The spell can be from any spell list, and counts as a warlock spell for you while you are casting it.   Once you cast a spell using this feature, you can't do so again until you finish a long rest.

Creating a Throne

You can talk with your DM to create your own throne, with its own language, if the current list doesn't have a specific throne you wish to utilize.   The conventional throne might resemble an extravagant wooden, iron, or stone seat, unique in its own way, while the bestial throne may consist of one giant beast, hundreds of ravens, snakes, spiders, or any other various tiny beasties. The elemental throne can take form of any element, while the precious metals throne has just as much freedom.   You can choose more than one throne material, but only choose one as the primary material. You gain only one language from your throne with the Seat of Power feature.   Additionally, any material you create when summoning your throne, via Invocations, can't be used as material components. Trading or gifting pieces of this material renders it valueless. Upon your death, any materials created this way erodes and scatters away.

Traits of the Sovereign Throne

Those who make their pact with the Sovereign Throne rise to the stature of a leader. The Throne slowly and carefully cultivates the sapling that you are to become a champion among mortals. When you first make your pact, or over time as you become more of a ruler, you may select a trait, or roll a d20, on the Sovereign Throne Traits table.
Sovereign Throne Traits
d20 Traits
1 You draw everyone's attention when you stand up or raise your hand.
2 Your shadow always appears to adorn a crown of some sort even if you aren't wearing one.
3 You tend to disregard authority and establish yours.
4 You inspire both awe and fear in the eyes of the commonwealth.
5 No matter how stressed or relaxed you are, whenever you are sitting, you embody authority.
6 When you sit in any seat that isn't your throne, you constantly fidget.
7 Your voice can be heard over the largest of crowds.
8 While waiting, you begin to rap your fingers, or fidget with a coin or a ring.
9 Your footsteps rumble heavily and echo in the confines of a building.
10 You tend to act as if your presence is a gift, and that doing the bidding of others is the act of charity.
11 You offer help to your subjects, refusing payment in any way.
12 Nothing can stop you from rescuing those in need.
13 You will protect the weak from the corrupt and powerful, no matter the odds.
14 You adorn yourself with symbology of your patron.
15 Leading by example, your mood tends to spread to those around you with every expression.
16 Your hair and skin always appear to be perfect, shining or glistening, in any situation.
17 Mist and smoke seemingly avoid you, as to show even nature won't stand in your way.
18 Unexpected guests periodically visit you, either to gain favor or test the waters.
19 Battle-hardened and cold, gruesome sights are all that's left to remind you that you're alive.
20 Your words hold more weight in the moment, as if any moment might be your defining one.
Roleplaying A Thronelock Your patron could be a family throne, sentient with the spirits of former rulers, and overthrown by usurpers. Perhaps your patron is a prophetic empty throne that each child must sit upon to determine the next king; no reaction until you came along.   Maybe your patron has a fiend sitting upon it and has tasked you to replace it. Or your patron could be cursed and locked away in a demi-plane. It has tasked many to free it, and he who does becomes king of an entire world.

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