Warlock
Base Class: Warlock


*Warlock Subclass*

Diamond Dogs are Warlocks who have discovered an extraordinary means of harnessing their patron's eldritch power through Aetherium, an exceptionally rare crystalline material possessing an unparalleled affinity for magical energy. Unlike conventional spellcasters who channel magic directly through themselves or ordinary arcane focuses, Diamond Dogs employ specially constructed instruments to conduct, manipulate, and amplify supernatural forces.

At the heart of their craft are **Aetherium orbs**, crystalline reservoirs of arcane energy encased within intricate, transmutable copper orbs. Aetherium possesses a remarkable property often described as *magical superconductivity*, allowing magical energy to pass through it with extraordinary efficiency. Through careful experimentation, Conduits exploit this property to develop techniques that would otherwise be extraordinarily difficult or dangerous to perform. The orbs act as the pact weapon of the Conduit.

The surrounding copper serves as both a physical instrument and an extension of the Warlock's magical control. It can be reshaped into chains, filaments, restraints, and other configurations, while the Aetherium within enables the precise application of magical energy. Through the interaction of these materials, Conduits can manipulate momentum, exert tremendous kinetic forces, generate electrical discharges, and interfere with hostile magic.

Perhaps their most remarkable discipline is the manipulation of magical energy itself. Skilled Diamond Dogs can intercept incoming spells, absorb their energy into an Aetherium core, and potentially redirect that energy toward its original caster. More advanced practitioners explore magical resonance, amplification, and the possibility of manifesting a single magical effect through multiple correlated Aetherium states.

However, Aetherium is not an inexhaustible source of power. Although its unusual properties make extraordinary feats possible, the energy required to perform them must still be supplied and controlled. The most powerful techniques demand considerable magical expenditure, while attempts to manipulate energies beyond the Conduit's capabilities can have disastrous consequences.

Unlike traditional Warlocks who primarily seek to deepen their understanding of their patron's gifts, Diamond Dogs approach magic as an experimental discipline. Their strength lies not merely in supernatural power, but in their ability to understand, refine, and engineer new applications of it.

To a Diamond Dog, magic is more than a gift bestowed by an otherworldly being. It is a force to be investigated, a system to be understood, and ultimately, a medium through which the seemingly impossible might be achieved.


One Magical Moment...

 

3rd-Level Aetherium Conduit Feature

You have developed the ability to channel your patron's magic through eight specialised Aetherium cores, each encased within a shell of copper.

Aetherium Focus. Your Aetherium orbs collectively function as a spellcasting focus for your Warlock spells. You must have at least one functional orb available to cast spells that specifically require an Aetherium orb as a material component.

Orb Manipulation. As a Bonus Action, you can magically manipulate one of your Aetherium orbs within 30 feet of yourself, moving it up to 30 feet and reshaping its copper exterior into simple configurations, such as wires, hooks, rings, or small tools. The Orbs are exceptionally conductive to magic, and are capable of detecting and emitting magical signatures. For all arcana rolls involving tracking, detecting, masking magic, you can roll the checks with Advantage.

The orb cannot independently attack, grapple, restrain creatures, or activate magic items through this feature. You can manipulate unattended objects weighing up to 10 pounds, subject to the DM's adjudication.

Arcane Construction. You gain proficiency with Tinker's Tools. You can use Charisma instead of Intelligence for ability checks made to understand, maintain, or repair your Aetherium orbs.

Orb Replacement. If an orb is destroyed or lost, you can construct a replacement over 8 hours using 50 GP worth of materials. This process does not reproduce additional magical enchantments previously placed upon the lost orb.

...From Kether to Malkuth

6th-Level Aetherium Conduit Feature

Your mastery over Aetherium has evolved beyond direct manipulation. Through the arcane resonance of their Aetherium cores, your eight orbs can now operate as a coordinated, semi-autonomous unit, responding to your will independently of your own movements.

Extended Manipulation. Your Aetherium manipulation range increases to 60 feet. You also gain the ability to add your Charisma modifier to qualifying Aetherium attacks, as defined by your subclass.

Independent Orb Initiative

Your Aetherium orbs collectively roll initiative as a single unit, taking their own turn in combat.

During this turn, you may command the orbs to move, reposition, transmute, or manipulate their surroundings independently of Jura's own Action, Bonus Action, and Movement.

The orbs may perform non-offensive tasks such as:

  • Strategic Positioning: Move to different locations around the battlefield, establishing firing angles, surrounding enemies, or occupying advantageous positions.

  • Environmental Manipulation: Interact with objects, operate simple mechanisms, retrieve items, or manipulate suitable environmental features.

  • Physical Configurations: Transmute or arrange themselves into hooks, tripwires, barriers, anchors, and other practical structures, subject to their existing material and transmutation limitations.

  • Arcane Conduits: Establish positions from which Jura may channel qualifying spells or attacks, including Repelling Blast.

The orbs act collectively and do not receive multiple separate Actions.

Offensive Action Economy

Although the orbs act independently, they cannot make attacks or cast spells using their own turn.

To perform an attack through an Aetherium orb during the orbs' turn, Jura must first use the Ready action on his own turn, specifying the intended attack and the triggering condition.

When the triggering condition occurs on the orbs' turn, Jura may use his Reaction to release the prepared attack through a qualifying orb.

This attack is considered Jura's own attack, using his normal attack rolls, damage, and applicable class features.

The orbs cannot generate additional attacks beyond those Jura has prepared. Their independent initiative does not grant Jura an additional offensive Action.

If Jura does not prepare an attack, the orbs may still undertake their normal movement, transmutation, and utility activities during their turn.

Jura may use his own turn to cast an attack through a strategically placed orb.

Limitations

  • All orbs share one initiative count and one collective turn.

  • Orb manipulation is limited to Jura's 60-foot control range.

  • The orbs cannot independently cast spells, make attacks, or use offensive abilities without Jura having previously readied them.

  • The orbs cannot take separate Reactions unless another feature explicitly permits them.

  • Environmental interactions, physical configurations, and their effectiveness remain subject to the DM's adjudication.

  • Attacks channeled through orbs still expend Jura's normal actions, reactions, spell slots, and other applicable resources.

The orbs remain extensions of Jura's magical control rather than eight independent creatures.

「 TORNADO OF SOULS 」

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

「 GIANT STEPS 」

9th-Level Aetherium Conduit Feature

Your mastery of Aetherium allows you to temporarily overcharge your orbs, accelerating their magical conductivity and enabling extraordinary feats of arcane manipulation.

As a Bonus Action, you can enter a state of jazz-like flow state for 1 minute. While 「 GIANT STEPS 」 is active, you gain the following benefits:

Aetherium Propulsion. You gain a flying speed of 30 feet and can hover, using your Aetherium orbs to manipulate your momentum and propel yourself through the air using Bernouilli's principle.

Resonant Shielding. You gain resistance to Force, Lightning, and Thunder damage as your Aetherium orbs intercept and disperse incoming energy.

Kinetic Dominance. Once per turn, when you deal damage to a creature with an Aetherium spell, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, you can move the creature up to 10 feet horizontally in a direction of your choice. This movement doesn't provoke Opportunity Attacks.

「 GIANT STEPS 」 ends early if you become Incapacitated.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot to activate it again.

As a result of your greatly improved mastery over Aetherium, you now have:

  • Advantage on Int/Wis/Cha saves against spells and magical effects
  • 1 reroll on a failed save per Long Rest, you must keep the second result.

 

 

「ONCE BITTEN, TWICE SHY」

When a creature hits you with an attack roll, you fail a saving throw against its hostile effect, or you succeed on a saving throw but still take damage, you can use your Reaction to adapt to that creature.

The triggering effect resolves normally.

Until the start of your next turn:

  • Subsequent attack rolls made against you by that creature take a −1d8 penalty.

  • You have advantage on subsequent saving throws against the same spell or ability used by that creature.

You can use this feature a number of times equal to your proficiency bonus per Long Rest.

At level 10, that's four uses per Long Rest.

Level 14: 「 INTO THE VOID 」

*14th Level* Once per turn when you hit a creature with an attack roll, you can psychically transport them 「 INTO THE VOID 」. The target is instantly incapacitated, and psychically transported into the Void. The target takes 8d10 Psychic damage from the ghost of Ozzy Osbourne if it isn’t psychically resistant, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest .

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