Warlock
Base Class: Warlock

While some Warlocks may find themselves a monstrous bag of flesh as their patron, you prefer the cold, smooth metal of constructs. You choose a construct as your patron. It could be a Modrone from Mechanus. It could be a powerful Warforged who gained sentience. Whatever your patron may be, you have dedicated yourself to becoming more machine than flesh.

Expanded Spell List

The Living 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.

Fiend Expanded Spells
Spell Level Spells

1st

heroism, absorb elements

2nd

heat metal, aid

3rd

lightning bolt, haste

4th

fabricate, greater invisibility

5th

animate objects, wall of force

Symbiote Armor

Starting at 1st level, you learn how to remodel your own body with metal to make yourself more durable. You gain proficiency with heavy armor and shields. When you gain a suit of heavy armor, you can touch it to turn it into a symbiote armor as an action. The armor will be merged with your body. While wearing the armor, you can gain the following benefits.

1. You ignore the strength requirements for the heavy armor.

2. You can don and doff the armor as an action.

3. Your armor class increases by 1.

4. While wearing the armor, you gain advantage with your constitution saving throws for maintaing concentration.

5. You can add your charisma modifier to your strength checks and strength saving throws while wearing the armor.

 6. You gain of climbing speed of 30 feet and blindsight.

7. Your fists are now considered to be simple, magical melee weapons. You can use them to deal 1d8+charisma modifier worth of blundeoning damage. You can use your charisma modifier for your attack rolls.

8. The armors will replace any missing limbs.

Remodeling

Starting at 6th level, you can change your armor in certain ways that you deem fit. You can pick from 2 from 6 modifications. You can choose and additional modification at levels 10, 12 and 14.

 Modifications include:

Back Up spells

Backup spells: You gain 6 charges in your armor. You can expend 1 charge as a bonus action to create a spell slot. The level of spell slot created can't be higher than the level of the spell slots you currently possess. If you want to create spell slots that are 6 levels or higher to cast Mystic Arcarnum spells, you have to expend more than 1 charge. 2 charges for 6th level spells. 3 charges for 7th level spells. 4 charges for 8th level spells. 5 charges for 9th level spells. You can regain 1d6 charge per long rest.

Deploy Drones

Deploy Drones: You can create a Homunculus that is loyaled and friendly to you and your allies.

Force Shield

Force Shield: Your shield now becomes a simple, melee magical weapon. You can turn it into a pact weapon. You can use your charisma modifier for attack rolls. On a hit, the shield deals 2d8 +your charisma modifier force damage. As a reaction, you can spend a charge of the shield to send out a shockwave, which will increase your AC by 2 and your saving throw by 4 for 1 round. When the shockwave is activated, all hostile creature within 10 feet of you will have to make a strength saving throw or be knocked back 15 feet. You have 6 charges and regain 1d6 charge per long rest.

Full detection

Full detection: You gain dark vision, truesight and the ability to cast identify without a spell slot.

Speedster

Speedster: You gain 4 charges in your armor. You can expend 1 charge as a bonus action to increase your speed by 30 feet until the end of your next turn. During this time, you can gain 1 more action on your turn. You won't provoke opportunity attacks. All your attacks deal an extra 1d6 lightning damage. You regain 1d4 charge per long rest.

Spell Glyphs

 Spell Glyphs: You plant 8 glyphs into your armor. When casting a spell, you can use a glyph to add 1 to your attack and damage rolls of the spell. When casting spells this way, you can ignore the verbal, somantic, and material components of the spell unless the component has a specific gold cost. The bonus to attack and damage rolls becomes 2 at level 10 and 3 at level 14. You regain 1d8 glyphs every long rest.

Mechanical Nature

Starting at 10th level, you became so familiar with the nature of constructs that you become more machine than alive. You don't need to eat, sleep, drink, or breathe. You gain resistence to nonmagical piercing, slashing, and bludgeoning damage. You gain immunity to poison damage and the poisoned condition. You don't age and nothing can increase your age. You can't be put to sleep through magical means.

The Great Machine

Now, your path towards becoming an immortal machine has manefested itself as a mechanical hivemind that you can pull others into. Starting at 14th level, when you hit a creature with an attack, you can force the creature to make a wisdom saving throw as a bonus action. If it fails the saving throw, it take 8d10 phychic damage, and half as much on a successful one. If it fails the saving throw, the creature will become charmed by you as if you have used the "Dominate Monster" spell on it. You can use this feature once per long rest.

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