Material Theory

by Bunnygeon Master

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Personal Theory

A philosopher chooses a Personal Theory at 1st level.
The Material Theory is a new option for that feature.

Material Theory

As a philosopher of the Material Theory, you hold that the physical world is the only world that exists, and all else is a symptom thereof. Tools drive thought, might makes right, and lucre begets lifestyles. By leveraging experience with the history and future of material to survive the world's dangers, you're able to adapt to the times and live with, not against, danger and harm. You're reminiscent of the rogue, acting as a knife to bend your foes to the demands of material reality.

Material Book

When you choose this personal theory at 1st level, you gain proficiency with two sets of tools of your choice, and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.

Also, you can use any book you hold as an improvised melee weapon with which you are proficient. It has the thrown (30/120) property and inflicts 1d8 bludgeoning damage on a hit (your choice). When you make a ranged weapon attack using a book, it flies back to your hand after the attack is resolved, whether you hit or miss.

Synthesis

At 7th level, you learn that even magic can be influenced by material reality. When a creature you can see makes a saving throw against a spell cast by you, you can make a weapon attack with a book against it as a reaction.

Additionally, a book you use as an improvised weapon counts as magical for the purpose of overcoming resistance and immunity to damage.

Evasion

Also beginning at 7th level, your enemies can't make you answer if you change the question. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Production Relations

By 11th level, your world is defined by material exchange, and you move through it with ease. You gain a climbing speed equal to your walking speed, and difficult terrain doesn't impede your movement.

Material Magic

Beginning at 15th level, your materialism furthers your purposes. When you would need a material component with a listed cost to cast a spell using your Theorycraft, the component costs only half as much for you.


Material World

Starting at 18th level, your materialist lens can reshape the world. As an action, you can magically affect the space within 120 feet of you as if by the mirage arcane spell, though it instead lasts for 10 minutes or until you dispel it as an action, and it can't damage creatures. Additionally, creatures with truesight can't see through the illusion to the terrain's true form.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Created by /u/BunnygeonMaster using GM Binder.

Thanks to members of the Discord of Many Things for feedback and design help, including but not limited to BladeBotEU, Caim, and Novronian.

The Material Theory is a Personal Theory for the excellent Philosopher class created by Caim (/u/cometdance).

Tin Street Market by Noah Bradley (© Wizards of the Coast).

 

This document was lovingly created using GM Binder.


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