Base Class: Warlock
You have made a pact with a creature of supreme order and structure - a powerful construct or a spirit of crafting. These beings tend to make complex and regimented deals, and barter using the secret laws of the planes. Warlocks who can glean an understanding of these laws can tap into the inner workings of the world, exploiting the untapped magic found there.
Beings powerful enough to make these pacts include Primus and other high-ranking modrons, celestials in the service of gods of craft, such as Gond, and other particularly lawful entities, including devils.
Expanded Spell List
Your patron 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.
| Spell Level | Spells |
| 1st | Identify, Magic Missile |
| 2nd | Alter Self, Knock |
| 3rd | Lightning Bolt, Sending |
| 4th | Fabricate, Locate Creature |
| 5th | Teleportation Circle, Wall of Force |
Clockwork Armor
At 1st level, you have obtained a set of eldritch armor from your patron.
As an action, you can summon this suit of armor, instantly donning it. You can use this armor as a spellcasting focus for your Warlock spells. This armor is considered Light Armor, weighs 20 pounds, and your AC equals 11 + your Charisma modifier while you wear it.
The armor attaches to and covers your entire body and cannot be removed against your will, although you can retract or deploy the armor's helmet as a bonus action. Additionally, you can use an action to instantly doff the armor and shunt it into a pocket dimension. If you happen to remove the armor from yourself, it disappears into this pocket dimension after 10 minutes.
Finally, you can integrate one tool you are proficient with into the armor - while wearing the armor, you have access to this tool, though you must still have a free hand to use them.
Powered Armor
Starting at 6th level, the magical force in your armor can be called upon for brute strength.
When you make a Strength check or Strength saving throw while wearing your armor, you can give yourself a bonus to the roll equal to your Charisma modifier + your Proficiency bonus.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Emergency Reserves
Beginning at 10th level, your armor has a store of magical energy kept in reserve that you can access at a moment's notice. You gain the following features, which you can use as a reaction.
- Arcane Stabilizer. When you fail a constitution saving throw, you can use your reaction to succeed instead.
- Defensive Ward. When you take damage, you can use your reaction to gain resistance to the triggering damage until the end of your next turn.
- Ejector Charm. When you are attacked by a creature within 5 ft. of you, you can use your reaction to teleport up to 30 ft. away to an unoccupied space you can see.
Once you use one of these features, you cannot use any of them until you finish a long rest.
Arcane Flight
At 14th level, the magic in your armor has broken the bonds that hold you to the world, allowing you to move unimpeded through space.
As a bonus action while you wear your armor, you can magically give yourself a flying speed equal to your walking speed. This flying speed lasts until you land.
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