Warlock
Base Class: Warlock

Your patron is a powerful construct, an unliving being of indomitable will and single-minded purpose. Perhaps it is an entity lacking in sentiment or emotion, a machine so grand and powerful it has gained a full consciousness, or an extraplanar army of metal and magic.

In the Forgotten Realms, the Inevitables of Mechanus are known to forge such pacts as a means of better dispensing their justice. In the world of Eberron, rumours circulate of cultists siphoning power from the warforged entity known as the Becoming God. Whatever the nature of your patron, it drives you to abandon the vulnerability of flesh and shape the world around you as would a machine.

Expanded Spell List

The Machine 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.

Machine Expanded Spells
Spell Level Spells

1st

command, identify

2nd

enhance ability, heat metal

3rd

glyph of warding, sending

4th

arcane eye, fabricate

5th

animate objects, creation 

Clockwork Infection

Beginning when you first choose this patron at 1st level, you can use your action to attempt to infect a creature within 30 feet of you with eldritch machinery, supplanting its will and body with your patron's. The creature must make a Constitution saving throw against yourn spell save DC, doing so with disadvantage if it is a construct. On a successful save, it suffers no effect and becomes immune to this feature until you finish a long rest. On a failed save, the target becomes infected for one minute.

While infected, the target's body is partially transmuted into clockwork. The infected target has its movement speed halved, and cannot make use of magic items, as they fuse into the clockwork infection. An infected target cannot willingly cause direct harm to a creature or be compelled to do so.

When you infect the target, you can telepathically issue it a simple task of one word, which it is compelled to follow until the end of its next turn. You need not share a language with the creature to issue it a task. If the task is unclear or impossible, the infected creature can act as it chooses.

As an action on each of your turns, you can issue new tasks to any number of creatures you have infected, issuing a task of your choice to each. This can be done as part of the action you use to attempt to infect a new creature. The creatures are then compelled to follow the new tasks until the end of your next turn, in place of any previous task.

An infected creature can repeat the saving throw at the end of each of its turns or whenever it takes damage, in which case it does so with advantage; ending the effect on a success. The infection can also be ended early by any magic that cures disease or removes curses.

You can successfully infect a creature with this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of Artifice

Also at 3rd level, your patron grants you an affinity for machines. You learn the mending cantrip if you don't know it already. It becomes a warlock cantrip for you, but doesn't count against the number of cantrips you know, and you can cast it as an Action rather than a minute.

Mechanized Herald

At 6th level, your connection to your patron grants you the following benefits:

  • Inanimate Servant: You can expend a use of your Clockwork Infection feature as an action to infect a huge or smaller mechanised object within range that isn't warded against transmutation magic. When you do, it makes no saving throws and immediately becomes infected until you finish a long rest. You can use issue simple tasks to an infected object in the same manner as a creature.
  • Machine's Protection: Whenever you successfully infect a creature or object, you gain temporary hit points equal to your warlock level.

Advanced Assimilation

Starting at 10th level, you can permanently turn a creature's will and body into clockwork under your control. When a creature falls under the influence of your Clockwork Infection feature, you can attempt to bring the creature under your permanent control.

The creature immediately repeats the saving throw against the infection. On a success, the infection on it ends and it becomes immune to the infection until you finish a long rest. On a failure, the infection becomes indefinite and it no longer makes saving throws to escape.

While suffering from an indefinite infection, the creature's type changes to construct if it isn't one already. The creature's Intelligence and Charisma scores become 4 if they are higher, and it loses any of its previous Legendary or Lair actions.

A creature infected indefinitely in this manner is friendly to you and obeys your telepathic commands, which do not require an action to issue. Unlike like other infected creatures, a creature infected in this manner can be instructed to cause harm.

An indefinite infection can be cured by the Greater Restoration or Heal spells. If you subject a new creature to this effect, the previously affected creature is cured of its infection, and you can only attempt an advanced assimilation once, regaining the ability to use it again when you finish a long rest or if you expend a use of your Mystic Arcanum feature.

March of the Machine

By the time you've reached 14th level, you can call upon your patron's minions as your own. As an action, you can cause the effects of the Summon Construct and Tiny Servant spells, both creatures appearing within 30 feet of you. Both spells are cast at a level equal to your highest Mystic Arcanum spell level.

You can use this feature once, regaining the ability to use it again when you finish a long rest.

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