SIVA Mastermind
The SIVA Mastermind is a warlock whose lightbearer powers have melded seamlessly with SIVA nanites. As a result, they can control a vast number of SIVA nanites, creating roiling storms, fuse technology and flesh, and shape the very earth to their whims. Their control over the SIVA swarm is immaculate, and their mastery over the battlefield unparalleled.
Health Points and Shields
Shield Die Size: d8
Health Points at 1st level: 8 + your Constitution modifier
Health Points at higher levels: Add your Constitution modifier for every level after 1st, minimum 0
Shield Points at 1st level: 8
Shield Points at higher levels: Add 1d8 (or 5) for every level after 1st
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Melee, Martial Melee, Simple Firearms, Martial Firearms, Fusion Rifles, Grenade Launchers
Vehicles: Jumpships, sparrows
Saving Throws: Intelligence, Charisma
Skills (Choose 2): Arcana, Intimidation, Investigation, Medicine, Performance, Persuasion, Technology
SIVA Shield
The SIVA swarm protects its mastermind. A number of times per short rest equal to your SIVA ability modifier, you can take a reaction to create a temporary barrier of SIVA particles and raise your AC by an amount equal to your SIVA level.
Swarm Senses
You keep a minute number of remotely linked SIVA particles around you at all times. These particles share their sensor readings with you, and it makes you much harder to take by surprise. You have advantage on your Initiative rolls in areas not affected by Darkness or other paracausal effects.
SIVA Affinity
Beginning at 2nd level, you have gained enough control over your SIVA particles to direct them to your whims.
Melee Ability
SIVA Whip
Casting Time: 1 action
Reach: 10 foot cone
Cost: 1 melee ability charge on hit
Recharge: d6, 5
Duration: Instantaneous
A long tendril of SIVA particles extends from your hand, and you sweep it in front of you. Make an attack roll against all enemies caught within range. On hit, you deal 2d8 + your SIVA ability modifier damage.
At higher levels: When you cast this ability at a SIVA level of 2nd or higher, the damage increases by 1d8 for each SIVA level you are above 1st.
Grenade Abilities
SIVA Root Grenade
Casting Time: 1 action
Range: 60 feet, mortar
Cost: 1 grenade ability charge
Recharge: d8, 8
Duration: 2 rounds
You lob a ball filled with a biological goo enhanced with SIVA particles. Upon impact, the goo spreads in a radius of 10 feet. Enemies caught in the radius must make a Dexterity saving throw against your SIVA DC, or be caught in tendrils growing from the goo. Enemies that fail their save take 2d6 + your SIVA ability modifier damage, and have their movement speed reduced to 0 for their next two turns. Enemies that succeed take half damage and have their movement speed unaffected.
At Higher Levels: When you cast this ability at a SIVA level of 2nd or higher, its damage increases by 1d6 for each SIVA level you are above 1st.
SIVA Swarm Grenade
Casting Time: 1 action
Range: 60 feet, mortar
Cost: 1 grenade ability charge
Recharge: d8, 8
Duration: Up to 1 minute
You lob a grenade filled with SIVA nanites at a point within range. On contact, the grenade explodes releasing a swarm of devouring nanites in a 10 foot radius. Each enemy within range of the explosion must make a Dexterity save against your SIVA DC or start being consumed by the swarm. Enemies that fail their save take 2d6 + your SIVA ability modifier kinetic damage at the beginning of their turn for three turns.
At Higher Levels. When you cast this grenade at a SIVA level of 2nd or higher, its damage increases by 1d6 for each SIVA level you are above 1st.
SIVA Caltrops
Casting Time: 1 action
Range: 60 feet, mortar
Cost: 1 grenade ability charge
Recharge: d8, 8
Duration: Up to 1 minute
You toss a ball full of SIVA nanites at a point which explodes covering the ground in pointed caltrops. A 10 foot radius around this point becomes difficult terrain and causes 1d4 kinetic damage for each 5 feet traversed across it.
At Higher Levels: When you cast this ability at a SIVA level of 2nd or higher, it’s damage increases by 1d4 for each SIVA level you are above 1st.
SIVA Mastermind Speciality
At third level, you select how to specialize your control over the SIVA swarm, so that you may spread your particular method of control over the battlefield. Choose the speciality of the Swarmlord, Melder, or Reformer, detailed at the end of this class description. Your choice grants you your super ability option, as well as features at 3rd, 6th, 11th, and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
SIVA Decoy Protocol
At 7th level, you have acquired the ability to make a short lived decoy out of SIVA particles. When you use this feature, a SIVA decoy takes your position on the battlefield, and you shift 5 feet in a direction of your choice. It has an AC of 10 + your SIVA ability modifier, and health points equal to 2x your SIVA ability modifier. While the decoy is active, you do not provoke attacks of opportunity.
Enhanced Reactions
Starting at 10th level, your SIVA particles have increased your reaction time and reflexes. You may now take an additional two reactions per round.
Rapid Grenade Manufacturing
At 14th level, your SIVA manufacturing capabilities have enabled you to rapidly deploy additional grenade charges. You may now deploy a second grenade per grenade ability charge. The second grenade may be of a different type.
SIVA Boring Operations
Beginning at 18th level, you have learned to deploy a small number of SIVA particles in advance of your projectiles, in order to clear the way for them. Treat all of your weapon attacks as though they have the Armor Piercing perk.
Master of War
At 20th level, you have begun your total reign over the flow of battle. You may treat your Melee, Grenade, Superclass ability, and Super ability as an attack action for the purpose of multi attack.
SIVA Mastermind Specialities
The SIVA Mastermind is the one who reigns supreme over the battlefield. The ebb and flow of combat is theirs to direct. Friends and foes alike, dancing to their tune. Your speciality determines your particular brand of influence over the mayhem of war.
Swarmlord
Super Ability: Swarm Storm
Cast Time: 1 action
Range: 15 foot radius
Cost: 1 super ability charge
Recharge: d20, 18
Duration: Concentration, 30 seconds
Emit a swirling cloud of SIVA particles in a 15 foot radius. When you move, the cloud remains centered on you. Enemies outside the cloud cannot see within it, and enemies within the cloud are blinded. At the start of their turns, enemies within the cloud are drained of their vital energies for 2d10 + your SIVA modifier + your SIVA level damage. This energy is redirected to the Mastermind, restoring their shields or health by 1d8.
At Higher Levels: When you cast Swarm Storm at a SIVA level of 2nd or higher, it’s damage increases by 1d10 for each SIVA level you are above 1st. At SIVA levels 3rd and 5th, increase the radius of Swarm Storm by 5 feet.
Eyes of the Swarm
Your SIVA swarm sees things you cannot. Starting at 3rd level, as a bonus action all invisible entities within 20 feet are revealed to you.
Rift Dispersion
At 6th level, your SIVA nanites have integrated themselves with your light abilities more effectively. As a result, if you cast your superclass ability while Swarm Storm is active, treat all creatures within the storm as being affected by your chosen Rift.
Explosive Decoy
By 11th level, you have modified your SIVA Decoy Protocol to detonate upon destruction. When your Decoy is destroyed or expires, all enemies within 10 feet must make a Dexterity save against your SIVA DC or take 3d10 explosive kinetic damage. Successes take half damage.
Swarm Interference
Beginning at 15th level, your Swarm Storm has adapted to interfere with paracausal effects. Spells that are cast within, or enter the range of, your Swarm Storm must make an unmodified save against a DC of 6, or be dispelled.
Melder
Super Ability: SIVA RBMF
Cast Time: 1 action
Range: 15 feet
Cost: 1 super ability charge
Recharge: d20, 18
Duration: 30 seconds
Choose a friendly target within 15 feet. This target is briefly covered in a veil of SIVA particles. When the veil dissipates, the target has become the core of a Large sized creature with 10 + 2d10 + (2x SIVA ability modifier) health points. This creature is a hulking goliath that draws the eye of every enemy on the battlefield. It is heavily armored, with an AC of 15 + your light ability modifier. It’s skin is akin to blackened, cracked stone, metal spikes protrude from its shoulders and above its knees, and red veins of SIVA particles crisscross it’s surface. Large blades adorn its arms. While this ability is in effect, the target may use their light abilities as normal, but not their weapons. This effect lasts for 30 seconds, or until the gained health points are depleted. The target gains the following abilities:
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SIVA Sweep: You may make a sweeping attack in a 10 foot cone in front of you. Creatures within this cone must make a Dexterity save against your SIVA DC, or take 2d8 + your SIVA ability modifier kinetic damage.
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SIVA Slam: You choose a singular target, and make a melee attack roll against them. If successful, the target takes 3d6 + your SIVA modifier kinetic damage.
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SIVA Howl: Emit a resounding howl that draws the attention of nearby enemies. All enemies within 20 feet are forced to make a Charisma saving throw against your SIVA DC, or be forced to focus their attacks on you.
At higher levels: When you cast this ability at a SIVA level of 2nd or higher, increase the damage of your attacks by 1 damage die per SIVA level above 1st. Additionally, at SIVA levels 3rd and 5th, gain an additional attack and an additional 10 + 1d10 health.
Particle Applicator
At 3rd level, you have chosen to specialize your SIVA swarm in assisting your allies. You now have a pool of 2 + your SIVA ability modifier SIVA charges, which you may spend as an action on an ally within 10 feet.
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Regenerate 1d10 + your SIVA ability modifier shields or health.
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Grant an instance of your SIVA Shield
SIVA Reinforcement
By 6th level, your SIVA particles have learned to integrate themselves with the light effects of your allies. As an action, you may spend a grenade charge to refresh an ally’s grenade, melee, or superclass ability charge.
Enhanced Particle Applicator
At 11th level, your Particle Applicator feature has been upgraded.
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Regenerate 2d10 + your SIVA ability modifier shields or health
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Grant an instance of your SIVA shield that lasts for two turns, and need not be used as a reaction
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Grant an instance of your SIVA ability modifier to be spent on any attack roll or saving throw.
Take it Back
Frankly, they owe you by this point. Beginning at 15th level, whenever an ally within 10 feet casts a light ability, reduce the recharge roll of your SIVA abilities by 1, to a maximum reduction of 3 for melee, 4 for grenades, 5 for superclass abilities, and 8 for supers. Once you make a recharge roll for a particular resource, reset it's recharge value to default.
Reformer
Super Ability: Terraform Wave
Cast Time: 1 action
Range: 20 foot radius
Cost: 1 super ability charge
Recharge: d20, 18
Duration: 30 seconds
Emit a wave of SIVA particles in a 30 foot radius that deconstructs all in its path. Enemies caught in the wave must make a Constitution saving throw against your SIVA DC. Enemies that fail take 2d8 + your SIVA ability modifier + your SIVA level damage and are pushed back to the edge of the wave, taking an additional 1d4 damage per 5 feet moved. Successes take half damage and are not pushed.
At higher levels:When you cast this ability at a SIVA level of 2nd or higher, increase the damage of the wave’s initial hit by 1d8 per SIVA level above 1st, and the damage of the push by 1d4 per SIVA level above 1st.
Ecological Adaptation
At 3rd level, you have adopted for yourself the fundamental purpose of the SIVA nanomachines. As an action you may transform a 5 foot radius area into normal terrain, siphon a gallon of potable water from the air, or perform the Stone Shape spell.
Stone Shape
4 transmutation
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Casting Time: 1 action
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Range: Touch
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Target: A stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension
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Components: V S M (Soft clay, which must be worked into roughly the desired shape of the stone object)
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Duration: Instantaneous
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Classes: Cleric, Druid, Wizard
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You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Midst of the Chaos
Oddly enough for a Warlock, you want to be right in the middle of things. At 6th level, whenever you make an ability recharge roll, reduce your target value by 1 for each enemy within 10 feet.
It’s Not a Mistake, It’s A Design Feature
Starting at 11th level, the area covered by your Terraform Wave becomes difficult terrain for opposing creatures.
Reap What You Sow
At 15th level, your Terraforming Wave travels back to you once it reaches its maximum radius, bringing with it the unnecessary material that can be repurposed to keep you in the fight. For each enemy struck by your Terraforming Wave, recharge your shields by 1d8.