Warlock
Base Class: Warlock

Your patron is an abstract mechanical intelligence serving a specific purpose.

In the Forgotten Realms setting, it is a great Spirit of Law that resides in the infinite world machines of Mechanus, with the purpose of impartially administering strictures of The Balance and Law. This can involve everything from destroying cycle-defying undead, to enforcing specific clauses of signed devil pacts. In other settings, these patrons may reside in specially made computational platforms in the material world, and be set on different tasks. But in all of these kinds of patrons have a rigid agenda which they assign to their Warlock servants.

Warlocks serving Machine Intelligences often serve as proxies, adjudicators of contractual disputes, investigators, and law enforcement. Crime is abomination, not due to the evil it does, but the chaos it brings. 

Expanded Spell List

The Machine Intelligence 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

identify, shield

2nd

arcane lock, zone of truth

3rd

dispel magic, tongues

4th

banishment, locate creature

5th

geas, scrying

Mechanical Mind

At your 1st level, your patron alters your mind. Your memory becomes eidetic. From then on, you cannot forget. On any Intelligence check, roll your d20 until the die value is higher than your current number of Warlock levels. For example, at 5th level, reroll any d20 used for an Intelligence check until it is higher than a 5. This does not boost Intelligence-based spell DCs in any way.

During long rests, you may use Intelligence skills on past memories as if you were still there. You may also use Comprehend Languages and Tongues on these memories as well, if you find a way be the beneficiary of these spells.  

In addition, you become less emotional, gaining Advantage in saving throws against all Fear and Charm effects.

Aim Assist

Starting at level 6, you may enter a fugue state, in which your patron targets all your ranged attacks for you. You gain all the advantages of the Sharpshooter and Spell Sniper feats, except that you do not get the additional attack cantrip that Spell Sniper provides.

At level 14, your patron upgrades Aim Assist. At the start of your turn, you may choose to have automatic Advantage with all ranged attacks against any single target you can perceive. This effect lasts until the start of your next turn. You can do this {{(modifier:cha+proficiency)#unsigned}} times. You regain all uses on a short rest. If you can used ranged attack against different enemies on a single turn, you may select to have advantage on both, but each target requires one use.

Aim Assist requires a connection to your patron. So on certain distant planes, or if you are acting against your patron's commands, it may be unavailable. Such situations are rare, and subject to DM discretion.

Rebalance

Starting at 10th level, you can cast an enhanced version of Dispel Evil and Good. This can be invoked as a bonus action, does not need to be concentrated on, and bypasses resistance to spells - as it is an effect, not a spell.

Once you use this feature, you cannot use it again until you finish a long rest.

Physical Backup

At 14th level, your patron considers your services too valuable to lose. You can now cast the Clone spell on yourself without using a spell slot, so long as you have the components and have no other clone created by any means.

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