The Ambassador's Box
The Ambassador's Box is a simply carved but ornately painted box, styled after Beijing culture circa 1370. The exterior size is variable, able to be adjusted from the size of a matchbox to a small jewelry box; the interior will always be the same: 1' length, 10" width, and 6" deep. The physical interior is simple wood with a lacquer finish and can hold items within it's dimensional capacity. The Ambassador's Box once held the script for a little-known tragedy whose author and title remain a mystery. The script was said to have 7 entries, each telling the tragic story of a betrayal in progressively detailed order, but all knowledge of the rest of the plot or it's characters has been lost.
The extradimensional interior of the vessel is a space 20 feet by 20 feet and 20 feet tall, appointed with cushions and low tables with a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus.
Benefits & Skills
Ambassador's Respite (requires touch). You may enter your vessel at any time, unless you would be using it to avoid taking damage (including an opportunity attack). The box is completely indestructible, and anyone already inside the vessel during a damage period may experience tremors but no temperature changes, anomalous properties or otherwise disruptive effects. However, if the damage dealt to the vessel is greater than the Warlock's current hit point value (including Temporary hit points), all creatures inside must make a Dexterity save (DC 12), becoming Prone on failure and taking 1d6 damage per 5 Warlock levels (minimum 1d6). Upon exiting, you are able to magically reappear within 10 feet of the vessel. If combat has initiated prior to exiting, you will enter the initiative order last. Your familiar is able to join you and leave at will if you're already inside, but must be touching the vessel and use a Bonus Action to enter & exit.
Ambassador's Infiltration (Warlock Level 3). The vessel will anomalously adhere to any surface when in it's smallest configuration. If the vessel were to travel beyond 100 feet away from you, it would instead appear in your bag with the far-away sound of a gong. To anyone inside, this will feel like the pit of their stomach drops out briefly during the teleport but no further ill effects will occur. Costs the Warlock 1d4 health to cast this.
Ambassador's Dark Site (Warlock Level 6). You may use a Bonus Action to take one willing, Charmed or Restrained creature you can touch into the vessel. If Charmed or Restrained, they will retain the condition upon entering. You gain advantage on any restraint attempts against the creature while inside and may apply your Charisma modifier instead of Strength. The interior is no different than it would normally appear. You are able to hold them there for up to ten minutes, after which they will be magically returned standing to a space immediately outside the vessel with all negative status effects removed. If you choose to release them before ten minutes has passed, you may choose their exit location within 5 feet of the vessel and whether they return Prone or standing; they will not receive damage for being placed in an occupied space, instead being placed in an unoccupied space nearby. You may enter and exit freely while they are inside; they will have free access to anything within the vessel if they are able to move freely.
Ranged Respite (Warlock Level 8). Ambassador's Respite no longer requires touch, you may enter your vessel within 35 feet.
Sanctuary Vessel (Warlock Level 9). You are able to bring up to 5 other willing creatures you are able to see within 30 feet of you into the vessel, so long as they would not be avoiding damage. As a bonus action, you can eject any number of creatures from the vessel. Anyone who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and may add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. If combat is initiated prior to exiting, roll for initiative and use action period as normal within the vessel; a bonus action must be taken to exit before the end of your first turn in combat. Exiting will deposit the creature within 5 feet of the vessel in a space of their choosing; if forced to arrive in an occupied space, make a Dexterity saving throw (DC 12) to prevent stumbling while exiting in the next nearest unoccupied space and arrive Prone on failure. If a Sphinx of Wonder or familiar in that form are present, add +2 to saving throw rolls from Burst of Ingenuity as the Sphinx assists in guiding you out without using a charge.
Patron's Communicator (Warlock Level 12). A communication stone directly tied to your patron appears inside your vessel. Similar to the Contact Other Plane spell, you may contact your patron and automatically succeed on the spell's saving throw without the need for a Long Rest. However, extended contact is still unsafe for mortals and using this stone more than twice before a Long Rest will trigger the saving throw (INT 15), adding +1 to the DC per subsequent attempt.
Reel Chain (Prerequisite: Pact of the Chain invocation, Warlock Level 15). Your familiar also gains attunement to the vessel. Once per Short or Long Rest and while your familiar is touching the Ambassador's Box, you may use a Bonus action, and your familiar it's reaction, to magically vanish both vessel and familiar, reappearing them at a point of your choosing within 5 feet of you. This action has the same effects on anyone inside the vessel as if it had moved from over 100 feet away. Separately, if your familiar is within 50 feet of the vessel, it may expend 50% of it's speed on it's turn to teleport directly next to the vessel; if within range of an enemy upon arrival, it does not take attack of opportunity unless it engages and then disengages.
Ambassador's Chosen (Warlock Level 20). You may choose one of the following, available until the next Long Rest and selectable again after a Long Rest:
-Limited Great Wish. Once per Long Rest, You entreat your patron to grant you a great wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 9th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
-Chosen's Wrath. Once per Long Rest, you may begin to power up your vessel as a Bonus action. As an Action on a following turn, you may release the energy stored in a powerful blast in a 15 foot radius. All creatures besides yourself in range must make a Dexterity saving throw, taking 4d6 damage and gaining Prone on a failure or half as much on a success and they remain standing. Each subsequent turn charges the vessel, adding 2d6 to the damage and 5 feet to the radius, up to a maximum of three turns charging. If not released by the Warlock before the end of their third turn of charging, the energy is automatically released at the top of the next round . If you have chosen the Genie subclass, the damage type will be reflected by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid); if not a Genie subclass, you may choose either Radiant, Necrotic or Force damage.
-Sanctuary Withdrawal. Once per Long Rest, you may use a magical Reaction to gather up to 5 other creatures you can see within 50 feet, including if it would cause any creature to avoid taking damage. You must be within 50 feet of your vessel and your familiar is automatically included unless you specify otherwise. Upon entering, all creatures immediately regain the equivalent of two Hit Dice in health points. Creatures may also make a Medicine check to remove one negative effect (DC 12) for a maximum of one effect removed; if a Sphinx of Wonder or familiar in that form are present, one ability check per turn triggers Burst of Ingenuity that doesn't count towards it's capacity. Anyone inside follows initiative order and may use their turn while inside but must take a Bonus Action to exit before the end of their second turn. Exiting will deposit the creature within 5 feet of the vessel in a space of their choosing; if forced to arrive in an occupied space, make a Dexterity saving throw (DC 10, add 2 to roll from Burst of Ingenuity if the Sphinx would guide you out) to prevent stumbling while exiting in the next nearest unoccupied space and arrive Prone on failure.
On Death of Attuned
One Last Blast. The box releases it's attunement to it's Warlock in a magical explosion with a 20 foot radius; dependent on your alignment, the explosion deals Radiant (Good), Force (Neutral), or Necrotic (Evil) damage and applies below outlined effects. The number of d6 rolled for damage is equal to half the Warlock's character level (rounded up). Items not originating from the vessel and not held, equipped, in a held container or otherwise in possession are removed from existence and the interior reverts to it's original state. Creatures within the vessel at the time of One Last Blast must make a Constitution saving throw (DC 17) or take 6d6 plus 6 points of damage of a type determined by your alignment and be thrown out of the vessel up to 5 feet away.
-Good: A fanfare of trumpets sound from every direction within the radius, immediately applying the Deafened condition to all creatures in range; any already Deafened must make a Dexterity saving throw (DC 16) or become Stunned. Allies within 30 feet receive 2d6 healing plus both your Charisma modifier and proficiency bonus (applied after vessel explodes, releasing it's inhabitants). Any creature in range with Evil alignment also takes an additional 1d6 Radiant plus the Warlock's Charisma modifier in damage.
-Neutral: The explosion causes a strong gale of wind in the radius. Large creatures must make a Strength saving throw; on failure, they are pushed back 10 feet, half if successful. Medium or smaller creatures within the radius are instantly swept up, thrown 1d10 feet away in a direct line away from the center, making a Dexterity save (DC 17) and becoming Prone on failure. If they would hit a solid surface before the ground, take 2d6 Force damage on impact and becoming Stunned, landing on the ground in front of the impacted surface.
-Evil: Decay explodes from the vessel, throwing rotten slime all over the ground and creating difficult terrain. Creatures in range during the explosion must make a Constitution saving throw (DC 17) or become Poisoned; if positioned within the slime at the end of their turn, take 4d6 plus the late Warlock's Proficiency Bonus in Necrotic damage and must make a Constitution saving throw (DC 14), gaining Poisoned on failure or add 1d6 this roll to damage gained if already poisoned. Any creature with Good alignment also takes an additional 1d6 Necrotic plus the Warlock's Charisma modifier in damage.
Burning Chain (Prerequisite: Reel Chain, Warlock Level 15). Your familiar enrages at your death and overtakes the initiative order. Choose up to 4 different forms available to you in your current configuration to shift between and take up to 1d6 plus your Charisma modifier amount of Attacks against enemies within 10 feet (maximum 10 Attacks). There is no limitation on the amount of movement taken (moving to an enemy 8 feet away could bring a previously further enemy in range, allowing Attack on that newest enemy in range). Take the stats and abilities in each form to use willingly with each Action consuming one Attack. After completing all enraged Attacks, it may expend one last movement in it's final form at full Speed before it explodes and releases 2d6 damage plus your Charisma modifier in a 20 foot radius.
Notes: Genie Subclass Warlock, Teleportation, Communication, Utility, Container, Subclass Feature
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