Warlock
Base Class: Warlock

Rider Zecter are tool created by aliens species. You were selected by the Zecter that cut through space-time rush in response to the will of the qualified person to serve and protect wherever you are, as long as it is not an enclosed space. You will be gifted with the Zecter and possess the ability to transform in to suit of armor warrior. When transform the chosen will gain agility and speed with powerful attacks. 

*This subclass is inspired by the Japanese superhero franchise Kamen Rider Kabuto. It allows the user to transform into a powerful warrior known as a Kamen Rider. *

Summon Zecter

Zecter are compilation of mobile systems that affect space and time. They were created by alien species from a far future. This device will allow you to transform into the Masked form to fight any enemies in the vicinity.

You will be gifted with a Zecter and able it to aid whenever you need. Zecter can be summon without any condition

You choose you Zecter's type or determine it randomly, using the Zecter's type list

  1. Insects: This could include any type of insect, such as beetles, moths, butterflies and other insects.
  2. Arachnids: This category could include spiders, scorpions, and other arachnids.
  3. Crustaceans: This could include crabs, lobsters, and other crustaceans.

As a bonus action, you can command the Zecter to attack the enemy for 1 point of damage. This bonus attack would not require an attack roll, and the damage would not be affected by the warlock's Charisma modifier or any other bonuses. It would be a simple, low-damage attack that serves mainly as a flavorful addition to the warlock's transformation.

After possess Zecter, You gain the ability to channel the power of the Zecter to manifest a Masked Form as a bonus action. While in your Masked Form, you gain the following benefits:

  • Increased AC: Your Masked Form provides some extra protection, Your AC increases by 1.
  • Unarmed Strikes: Your unarmed strikes deal 1d6 + your Charisma modifier bludgeoning damage.

You can remain in your Masked Form for up to 5 minute, You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a short or long rest.

At 3rd level, you gain the ability to Cast Off and shed your Masked Form to reveal your true power as a Rider. When you use your bonus action to Cast Off, you gain the following benefits:

  • Increased AC: Your AC increases by 2, reflecting the increased protection afforded by your Cast Off Form.
  • Increased Movement Speed: Your movement speed increases by 15 feet, reflecting the increased agility and speed of your Cast Off Form.
  • Rider Kick: Once per Cast Off Form, you can perform a special attack called the Rider Kick. This attack deals an extra 1d10 + your warlock level bludgeoning damage on a hit. If Rider kick execute the enemy, it will explode deal extra 1d4 damage to every creature except you in 5 feet range.(Can be named different based on appearances of the Zecter such as Rider sting or Rider punch)

The Cast Off Form lasts for up to 5 minute, after which you revert to your Masked Form. You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a short or long rest.

[Please consult with your DM over this skill]
ADDITIONAL : Zecter's attribute 

The specific skill gained would depend on the appearance of the Zecter, and would be determined by the player and the DM in consultation. This skill would be in addition to the warlock's regular skill proficiencies, and would reflect the unique abilities and traits associated with the user's Zecter.

This additional skill would add an extra layer of flavor and versatility to the user's transformation abilities, allowing them to use their Zecter in non-combat situations as well. Additionally, it could open up new opportunities for creative problem-solving and roleplaying, as the warlock's Zecter could be used to interact with the environment in unique and interesting ways.

Example Spider's zecter to use webbing ability or else.

Overall, this extra skill would help to make the user's transformation feel more like a true manifestation of their inner Masked Form, imbued with unique abilities and traits that reflect the user's individuality and connection to their Zecter.

Clock up

At 6th level, you gain the ability to move at incredible speeds. As a bonus action, you can enter a state of Clock Up, which lasts for 1 minute. During this time, your movement speed increases by 30 feet, and you can move across liquids and vertical surfaces without difficulty also you will gain advantage on Dexterity (Acrobatics) checks. During this time, you can take two actions on each of your turns, instead of one.

Additionally, you can use your action to make a special Clock Up attack. Choose a target within 30 feet of you and make a melee attack with advantage. If the attack hits, you deal an extra 2d6 damage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a short or long rest. 

Hyper Cast Off

At 10th level, you gain access to the Hyper Cast Off ability. When you Cast Off, you can choose to enter Hyper Cast Off Form. While in this form, you gain the following benefits:

  • Increased AC: Your AC increases by 4, reflecting the increased protection afforded by your Hyper Cast Off Form.
  • Increased Movement Speed: Your movement speed increases by 15 feet, reflecting the increased agility and speed of your Hyper Cast Off Form.
  • Rider Kick: Once per Hyper Cast Off Form, you can perform a special attack called the Hyper Rider Kick. This attack deals an extra 3d10 + your warlock level bludgeoning damage on a hit. If Rider kick execute the enemy, it will explode deal extra 1d6 damage to every creature except you in 10 feet range.(Can be named different based on appearances of the Zecter such as Rider sting or Rider punch)

The Hyper Cast Off Form lasts for up to 3 minute, after which you revert to your Masked Form. You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a short or long rest.

Hyper Clock up

At 14th level, you gain the ability to enter a state of Hyper Clock Up, where your speed and reflexes reach an unprecedented level. As an action, you can enter Hyper Clock Up mode, which lasts for 1 minute. During this time, you can take three extra actions on each of your turns. In addition, your movement speed is triple, leaving afterimages as you moved, and you gain advantage on Dexterity saving throws.

While in Hyper Clock Up mode, you can also use your bonus action to make an additional attack action. This attack can be a Hyper Rider Kick or a melee attack. If you choose to make a Hyper Rider Kick attack, it deals an additional 2d10 force damage. If Rider kick execute the enemy, it will explode deal extra 1d8 damage to every creature except you in 10 feet range.

Once you have used Hyper Clock Up, you can't use it again until you finish a short or long rest.

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