Warlock
Base Class: Warlock

1st.

 

Expanded Spell List

The Matter lets 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.

Fiend Expanded Spells
Spell Level Spells

1st

distort value, unseen servant

2nd

mirror image, shatter

3rd

thunder step, major image

4th

dimension door, elemental bane

5th

synaptic static, wall of light

Create Matter

Starting at 1st level, once / longrest you will be able reach out any kind of needed material component that worth 1d20 gp. with the maximum weight of 5 lbs. and 1 x 1 x 1 ft. size, from equal weight of The Matter (the patron gives it to you for reasion, after doing a 10 min. ritual). You can not sell this material or the created component also cannot gave it away, otherwise it dissapears in the very instant. The material needs to be formed into an another unless it dissapears after 8 hour. To shape The Matter to any kind of material you need takes a 1 min concentration ritual. If something breaks your concentration the used amount of material dissapears. Creatures can pass through the unformed Matter. 

Later on you will be able to use The Matter in its original form to do specific actions with it. To move The Matter in its original form is weightless for you, levitates and follow you with your character's actual speed.

You cannot drop the transformed material on foes. You are able to hold, carry it so as your friends, pets and dominated monsters, mounts by strenght. The transformed material stops levitation, lands on the nearest horizontal surface. (If the transformed material is liquid or gas etc., then behave similarly as other materials of this element) 

At higher levels:
at lvl. 3: roll 3d20 gp. maximum weight: 20 lbs. 2 x 2 x 2 ft. size.
At lvl 6: roll 1d100 + 1d20 gp. maximum weight: 50 lbs. 3 x 3 x 3 ft. size.
At lvl. 11: roll 2d100 + 2d20 gp. maximum weight: 100 lbs. 5 x 5 x 5 ft. ft. size.
At lvl. 16: roll 4d100 gp. maximum weight: 250 lbs. 10 x 10 x 10 ft. size
At lvl. 20: roll 6d100 gp. maximum weight: 500 lbs. 20 x 20 x 20 ft. size.


Material Barrier

Starting at 6th level, you will be able to use your unformed Matter as a shield to deflect an attack as your reaction. You can reach out 1 AC / every 15 gp. value of the worth of your material. You need to decide how much AC you think you need to have before the strike hits you and spend as much gp. value of unformed Matter you want. You can reach out maximum 5 AC / combat turn with this feature.

If you want to use this feature again without finishing a shortrest, double its cost of material.
For the 3. time, the consumable material value triples for any point of AC you want, and so on...

On higher levels (above lvl. 10) you can share this defensing reaction with any party member within 60 ft. range. Also gives you a feature; if you use your barrier for the second time, or third time etc. the first AC bonus you pay for will worth as 150% amount of AC as many times you activated this effect. (like +4 / 5 AC for the third time - throw up a coin - for only 45 gp. worth of material, and then you can spend 45 gp. for additional +1 AC bonuses)

You can use this feature until you have unformed Matter left.

Break Through Layers

Starting at lvl. 10.: Your spells can ignore half covers, and treat 3/4 covers as half covers. You will be able to use your investigation check to predict a known enemy or creature if it stays right behind a door or a wall, tree or any kind of natural barrier. The DM gives you only "yes/no" answer for the question.
Spend 50 gp. value of your unformed material to get a concrete answer without succeeding any check.
Spend 150 gp. value to get detailed information of any creature that you can feel through a maximum 15 ft. deep material surface that is not protected by magic up to 30 ft. range. 

Once / Long Rest you can activate your material's power to make a spell effect, or attack action be able to penetrate the choosen surface of cover (that is not protected against magical effects) up to 15 ft. in depth. To make your spell / magical attack action hit, you need to concentrate on the creature that you want to hit with the effect (you need to predict if this creature hides behind that cover, or not). Count down the leght of penetration as normal range distance from the attack.

Manifestation

Starting at 14th level, as an action you will be able to transform the Matter to different kinds of material buffs instantly. To do so you need to spend 300 gp. value of your material, or destroy a transformed material component that is equal to 300 and was made by the Matter before the combat. If your material is less in worth of gold, than 300 after your ritual summoning, and you haven't done anything with that jet, doesn't metter if its less then 300 that you have, you can do this effect anyway once / longrest, but the material you have (like: 180 worth of gp.) will be consumed. You can give the buff to anyone you touch. The buff remains for 1 hour. If you have eugh material, you can have limitless buffs active at the same time.

    • Manifest the Devourer:
      Transforms: Any creature's half HP that killed by the user is transformed to nuformed Matter. 
      Effect on the user: In every turn once if the user does a successful melee attack action can choose from options below:
      1# Produces a grappling save against the enemy (14 STR + add the buffed person's STR modifier, 14 escape DC). On fail the creature takes 4d6 bludgeoning damage every time the grappling is still active on the user's turn. The user is healed by the half amount of the bludegoning damage. Only one creature could be grappled this way in the same time. This grappling cannot occur on the same creature twice in 24 hour period. While grappling the 2 # option doesn't work.
      2# Produces a 4d8 bonus acid damage that ingores resistances and treat immunities as resistance. Once a creature suffers a strike by this, its AC is reduced with -2.
    • Manifest the Conquerer:
      Transforms: Every rolled value by enemies who being targeted by the Conquerer's CHA check is turned to unformed Matter.
      Effect on the user: Whenever the user makes an attack or spell against someone who is under any kind of condition that makes it unable to do actions, then add that creature's highest abbility score to the number of damage. Against the user's spells its enemies has disadvantage on WIS saves.
      The Conquerer has 6 charges that take no action to use. Every used charge makes the coosed enemy compare its CHA check to the user. Who made smaller roll must suffer the negative effect of confusion. Only one charge could be used / turn. While active the creature has advantage on intimidation, persuasion, deception, investigation checks.
    • Manifest the Tough. 
      Transforms: Halfed damage values that damaged the user (by resistances too) are transformed to unformed Matter.
      Effect on the user: 1/3 times the user could decide a CON or STR save/check to be a nat. 20. If the user takes more than 60 HP damage on a single turn, then half the total damage taken. The user could choose 2 kind of damage type. From this types it gets resistance till the spell is active. The Manifest of the Tough's user regenerates 2d8 HP every combat turn. If the user enters to the meele range of an enemy, then could make them (13 + add the user's Persuasion modifier) WIS save, on fail the enemy starts focusing the user. Whenever an attack hits the user it strikes back automatically with 1d6+3 force damage.

 

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