Base Class: Warlock
This pact focuses on the bond formed between you and Modron drones sent from the plane of Mechanus. The drones could be sent from the Primus themself, intended to bring balance and order to planes beside their own. Or the drones could have been sent by a rogue Modron seeking some knowledge outside of the life and structure they knew.
Whatever the case, these drones have imprinted themselves on you and seek to help you in whatever endeavors you take on.
Expanded Spell List
Lvl 1. Faerie Fire , Grease
Lvl 2. Enlarge/Reduce , Heat Metal
Lvl 3. Haste , Tiny Servant
Lvl 4. Otiluke’s Resilient Sphere, Summon Construct
Lvl 5. Animate Objects, Creation
Bonus Cantrip
Along with the cantrips chosen from the Warlock spell list, you learn as a bonus the Mending cantrip. This cantrip doesn’t count against the number of cantrips learned at 1st level.
Modron Drones
Starting at 1st level your patron has assigned to you 1 tiny Construct known as a Drone.
As you gain levels more Drones come to your aid. 2 at 5th lvl, 3 at 11th, and 4 at 17 lvl.
These drones are special as they will acclimate further on to your needs and specialties as you all travel together.
These drones act similar to an Artificer’s Steel Defender (pg 19, TCE). Having stat blocks and actions of their own.
In combat, the Drones share your initiative count, but take their turns immediately after yours. They can move and use their reactions on their own, but the only action they can take on their turns is the dodge action, unless you take your action on your turn to command them to take another action. That action can be one in their stat block or some other action. If you are incapacitated, the drones can take any action of their choice, not just the dodge action.
If the Mending spell is used on the Drones, they regain 2d6 hit points. If a drone or more has died within the last hour and you are within 5 ft of it, you may expend a spell slot of 1st level or higher to revive them after 1 minute with all of their hit points restored. Otherwise after a long rest your patron will provide you with a new Drone/Drones.
The drones communicate telepathically with you, and you can respond the same if needed as long as they are on the same plane with you and no further than 1 mile away.
The acclimation process begins at level 3 when you are rewarded your pact boon. Depending on which boon you take at level 3, your drones will adapt and provide unique if not special skills in conjunction with your choice.
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Modron-Drones_____________
Tiny Construct
Armor Class: 14+PB (natural armor)
Hit Points: PB + charisma modifier + 3 times your Warlock level (the drones have a number of Hit Dice [d8s] equal to your warlock level.)
Speed: 10 ft, fly 40 ft (hover)
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STR DEX CON INT WIS CHA
6(-2) 18(+4) 14(+2) 16(+3) 10(+0) 8(-1)
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Saving Throws: Dex +4 plus PB, Con +2 plus PB
Skills: Investigation +3 plus PB, Arcana +3 plus PB
Damage Immunities: Poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., Blindsight 10 ft. (against living creatures), passive perception 10+ (PB x 2)
Languages: understands any language they have spent an hour studying
Challenge:------- Proficiency Bonus (PB) equals your bonus
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Actions
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Eldritch shot: Ranged weapon attack: your spell attack modifier to hit, reach 60 ft., one creature you can see. HIT: 1d10 + PB force damage
Repair (3/Day): The magical mechanisms inside the Drones restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
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Flare Up: The drone imposes disadvantage on the attack roll of one creature it can see that is within 60 ft of it, provided the attack roll is against a creature other than itself. Only one drone may use this reaction per turn.
Pact of the Blade
You may as an action form a Pact of the Blade bond with your drones. They gain the benefits of any Invocation that you possess that has Eldritch Blast as a prerequisite for their Eldritch Shot, aside from Agonizing Blast. You may not use the invocation Thirsting Blade if you are treating your Drones as your pact blade weapon. You also gain the senses your drones would have as long as this bond is in effect.
Pact of the Chain
With this pact you are able to solidify your bond with your drones even further.
You can now treat your drones as if they were summoned by the Find Familiar spell. Gaining all features the spell provides. Don’t worry about the ruling of having 1 familiar for the drones are considered a set.
Now when you summon forth your drones, they appear with a number of temporary hit points equal to your warlock level. These hit points do not return with the Mending spell. They fully recover after one hour outside of combat.
If later on you were to take the Investment of the Chain Master invocation, you may only command one Drone to attack as a bonus action.
Pact of the Talisman
The talisman becomes sigils engraved onto your drones and emit an aura out to 10 ft radius, granting the benefits of the pact and any Invocations associated with it you possess to any designated creatures of your choice within the aura’s radius. The aura increases to 30 ft at 11th level in this class.
Pact of the Tome
Instead of a Book of Shadows like normally attained, your drones now memorize and index any spells gained by this boon. Your drones now have access to any cantrips you possess that do not deal damage as part of their list of actions. If any of these spells require concentration and where cast from a drone, use the drone’s stats for any concentration saving throws. If the invocation Book of Ancient Secrets is taken at any point, the cost for transcribing spells is reduced to 0g.
Voice of the Planes
Your Drones have had time to formulate and manage a way to communicate verbally after their many exposures to the people of your world.
Your drones can now communicate verbally with you and anyone or anything, given they have had the time to decipher the language the target is using.
Tik- Tok Block
For reasons not clear, the concept of Time has been debated as to its functional holding on the universe.
As long as not all of your Drones are destroyed at the moment of occurrence, you may choose to be immune to the effects of time created by spells or magical effects.
Also, by expending a spell slot you may rewind the time around yourself back to a point in time 1 minute ago. Possibly healing any damage, you have taken up to that minute, second chance on any possible failed rolls and such. This does not restore any used spell slots.
Prime Objective
The goal is in sight and sacrifices may be made to reach it.
The bond you have formed with your drones all this time is anything but weak, but they too know that a sacrifice is just one step closer to the bigger outcome.
As long as a drone is alive and within 10 ft. of you. You may as a bonus action on your turn have the drone cast Mirror Image on yourself. It does so by splitting into 3 smaller pieces that surround you and project realistic hard light copies of yourself. At the end of the spell's duration or if all duplicates are destroyed, the drone that was used for the spell is destroyed and may be retrieved once again by normal means.
( Mirror Image : duration 1m)
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
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