Base Class: Warlock
The dictates of the realm of order known as Mechanus are strange, indeed, to those who are foreign to the place. Here, all manner of orderly mechanical beings exist as living constructs, but some of the most powerful by far are the mighty Inevitable. Each Inevitable's purpose is distinct and punishes one specific aspect of a given law if that law is violated, like "do not steal" or "destruction of others' property is forbidden," but when they enforce that aspect, they bring extraordinary magical power to bear in the enforcement of their aspect. In some rare cases, these Inevitables accept chosen arbitrators to make a judgement call regarding the use of the law and its exceptions (this is not common, most violations are handled severely), but some of the few arbitrators of these laws are imbued with special powers and arcane gifts that make them keen detectors of malfeasance. Possessed of a mighty insight reknowned for its accuracy, these prophet judges defy classification... but it turns out they're pretty similarly trained to Warlocks.
These "warlocks" understand the divine requirement of exchange in a very balancing way, and they're almost always Lawful in alignment. They exchange their time, effort, and energy "volunteering" their efforts to their Inevitable's law foremost, but they seek out all violators, wherever they may be, and seek to inform the other Inevitable of any other type of infractions they see as needing punishment. To serve the Inevitables is to be a seeker of injustice who bears swift punishment against the violators of their divine law.
Bonus Spells
1st-level Pact of The Inevitable feature
The very specific nature of your magical training entitles you to learn certain spells when you reach specific levels in this class.
1st- identify
3rd- augury
5th- sending
7th- arcane eye
9th- scrying
Eyes of the Law
1st-level Pact of The Inevitable feature
At 1st level, when you choose this pact, your training increases your perceptions dramatically. You become proficient in Perception and you have advantage on Perception checks pertaining to your vision.
Additionally, the distance you are able to see is doubled and the totals are doubled in any sense which would confer a vision power or ability. For example, if a spell confers Darkvision 60 ft, you double the range to 120 ft.
Lastly, you can cast your choice of Comprehend Languages, Detect Evil and Good, or Detect Magic once without expending a spell slot before you must finish a short rest to cast one of these spells this way again.
Arbiter of Law
6th-level Past of The Inevitable feature
You are regaled among the peoples of your land as a type of judge; one who sees more than most and determines the necessity of exceptions to the laws. As such, you are able to make decrees of law that are reinforced with arcane authority. Whenever you cast the Command, Charm Person, Enthrall, Suggestion, or Charm Monster spells, you may cause one target of those spells to suffer disadvantage on each saving throw they make against it. You can use this feature a number of times equal to your Charisma bonus before you must finish a long rest to use it again.
Bonded Bailiff
10th-level Pact of The Inevitable feature
At 10th level, you gain the ability to conjure constructs to serve as your bailiffs and protectors. You learn the Summon Construct spell and can cast it once without expending a spell slot before you must finish a long rest to cast it this way again.
Additionally, when you reach 10th level in this class, you may replace an Eldritch Invocation you know with the Homonculus Servant Infusion from the Artificer Infusion List, or you may choose to add it as an Invocation when you would next learn another Eldritch Invocation.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.
You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
HOMUNCULUS SERVANT
Tiny construct
Armor Class 13 (natural armor)
Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
Speed 20 ft., fly 30 ft.
Saving Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Mass Mandate
14th-level Pact of The Inevitable feature
You are now knowledgeable in all of the ways of making decrees that the masses will obey through the magical enforcement of your will. You learn the Mass Suggestion spell, and you may cast it once without expending a spell slot before you must finish a long rest to cast it this way again. You can also expend a use of any level of your Mystic Arcanum feature to cast this spell without expending a spell slot.
Additionally, not much escapes your mighty senses, and you have a magical capability to see all things as they are. You learn the True Seeing spell, and you may cast it once without expending a spell slot before you must finish a long rest to cast it this way again. You can also expend a use of any level of your Mystic Arcanum feature to cast this spell without expending a spell slot.
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