Base Class: Warlock
You've made a deal with a grand construct, a machine that has grand magical powers, whether it be an idol of a god given life or an ancient machine filled with arcane secrets, you've made a deal with it for a fraction of its power. The pact made might include searching for pieces to make the construct whole, or maybe gathering artifacts for it use their magic to expand its armory of artifacts.
Expanded Spell List
The Fiend 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.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Mechanical Mind
at first level, you gain the ability to process your surroundings faster, giving you an advantage in a scrap. You gain proficiency with the investigation skill. You can also add your proficiency bonus to your initiative check.
The Machine's Knowledge
Starting at 1st level, you can call upon your patron's knowledge to grant you some information in a pinch. As an action, you can gain proficiency in one language, tool, skill or item like a weapon or instrument that you don't already have proficiency in. You have this proficiency for 1 hour, or it ends early if you use this feature again. You can use this feature a number of times equal to your proficiency bonus and get all uses back on a short or long rest.
At 10th level, you can tap into more powerful knowledge from your patron, granting you expertise in some traits. When you use this feature, you can choose a language, tool, skill or item like a weapon or instrument that you are proficient in and gain expertise in that chosen proficiency. also, whenever you make a check using the chosen proficiency you can gain advantage on that check.
Constructed Attunement
Starting at 6th level, you become to take on some of the mechanical aspects of your mighty patron. You can take in magic items your attuned to into your form, when you attune to a magic item or as an action you can intake the item and store it. As a bonus action you can call forth a stored item to your hand. You also gain advantage with any attack or check you would make with this item until the beginning of your next turn. You can do this a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.
At 14th level, you can take in more magic into your ever growing mechanical form. You can attune up to 4 magic items at once. You can also store an attuned item as a bonus action now and the advantage given lasts for 1 minute. You also can ignore all class, race, spell and level requirements on attuning to or using magic items.
Mechanical Nature
Starting at 10th level, you start to take on some of the mechanical nature of your patron. You don't need to eat, drink, breath or sleep. You still need to take time doing a menial task like reading a book or tending to wounds to get the benefits of a long rest. You also become immune to disease. you also gain resistance to poison and have advantage on checks against the poisoned, charmed and frightened conditions.
You also learn the mending cantrip, it counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known. also, if the mending spell is cast on you, you can spend a warlock Hit Die, and regain a number of hit points equal to your roll plus your Charisma modifier (minimum of 1 hit point). you can do this a number of times equal to your warlock level.
The Construct's Resillience
Starting at 14th level, you can call upon your patron to protect you and your allies. As an action, you and up to 5 other creatures within 30 feet of you gain temporary hit points equal to a number of d8 equal to half your proficiency bonus rounded down. If a chosen creature is at 0 hit points and not dead, they are brought back up to 1 hit point. If you or any chosen creature are charmed, frightened, paralyzed, poisoned, or the stunned, the condition ends.
Once you use this feature, you can't use it again until you finish a long rest.
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