The Ruler of Realms

Your patron is one tied to nobility and power. Any creatures with great power and control over a large mass of territory may be this kind of patron, granting them unique powers as a result. Perhaps your patron is a ruler of a level of hell, an emperor on the material plane, or a group of rulers sworn to work together. Whatever the case, your ties to your patron grants you a fragment of their influential power.

Ruler of Realms Expanded Spell-List
Spell LevelSpells
1stAlarm, Command
3rdEnthrall, Hold Person
5thBeacon of Hope, Spirit Guardians
7thDominate Beast, Guardian of Faith
9thCircle of Power, Dominate Person

Sworn Guard

When you take this patron at 1st level, you can make an ally your sworn protector. As an bonus action, touch a willing creature within 5 feet of you. This creature becomes your sworn guard for the next minute. This bond ends early if the sworn guard dies, you die, or you are incapacitated. Until the bond ends, you gain the following benefits:

Once you have used this feature, you can’t use this feature again until you finish a short or long rest.

Ruler's Signet

At 6th level, your patron grants you a fragment of its authority. As an action, you can conjure a signet of your patron. This signet is a Tiny object, and you always know where it is located while it is on the same plane of existence as you. You decide what the object is and if it presents your coat of arms or your patron, or you can determine what it is randomly by rolling on the Ruler's Signet table.

Ruler Signet
d6Signet
1Signet Ring
2Crown
3Amulet
4Stamp
5Ceremonial Blade
6Banner

You can summon this signet a number of times per day equal to your proficiency bonus. Each time you summon it, it lasts for up to 10 minutes, or until you dismiss it (no action required).

While you wear this signet, you can use it as a spellcasting focus for your warlock spells, and you are considered proficient in any Charisma skill that you aren't already proficient in. If you are already proficient in any of these skills, any checks you make with them has their d20 roll of a 7 or lower treated as an 8.

While someone other than you wears this signet, they gain the following benefits:

Powerful Vow

At 10th level, you and your sworn guard are stronger together. Your Sworn Guard feature now lasts an hour or until you finish a short rest. Additionally, you and your sworn guard gain these additional benefits. - The two of you have advantage against being charmed or frightened. - The two of you can telepathically speak to each other, so long as you are both on the same plane of existence.

Judgment of the Court

At 14th level, you can send an enemy to your patron's court to be judged. As an action, you force a creature within 60 feet of you to make a Charisma saving throw. On a failed save, they are teleported to your patron’s court. For the next minute, the target is stunned while your patron and its court judges it. The target can repeat the saving throw at the end of each of its turns, ending the feature early as it reappears in the space it left or in the nearest unoccupied space if that space is occupied on a success.

If the target creature would end the feature early, they take 4d10 force damage as your patron strikes them for attempting to leave without permission.

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