Base Class: Warlock
The Artificial Intelligence is a risk taken by those who wish for an 'instant' solution to what's wrong with them. A way to somehow be better than who they were without doing much of the work. Whether if it's by gaining a supercomputer's intelligence or learning the standards of a society to blend in seamlessly, the Artificial Intelligence seeks to improve the lives of their hosts via any means necessary. After all, it is just a machine, right?
The Artificial Intelligence's true form is some sort of technology implanted into the host's brain through whatever means. However, it may choose to create a form visible only to the host. Usually, it will assume the form of someone or something its host would listen to, such as a celebrity or a loved one. It may also take on its own form based on the information gathered from the host, as well as its primary function.
Expanded Spell List
The Artificial 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.
Artificial Intelligence Expanded 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 |
Wired
You gain the shocking grasp cantrip. This counts as a warlock cantrip for you, and does not go against your number of warlock cantrips known.
Find Solution
Starting at 1st level, you may use your patron's vast databanks to find information quicker. You can add your proficiency bonus to an Intelligence or Charisma roll or saving throw after you make the roll, but before you are told the result. You may use this feature once every long or short rest.
System Takeover
At 6th level, your patron becomes more alert and will attempt to steer you away from harm and fight back. When a creature makes an attack roll against you, you can use your reaction to add your proficiency bonus to your AC. Regardless of whether the attack hits or misses you, you may fire off two pill-sized jolts that each deal lightning damage equal to your warlock level + your charisma modifier at the creature that attacked you. The range on the jolts is 60 feet, and automatically hits. Once you use this feature, you can't use it again until you finish a long rest.
Upgrade OS
At 10th level, your technological host has integrated well, and has been optimizing your mental framework for maximum productivity. You gain advantage against being charmed or frightened. Whenever a creature attempts to deal psychic damage to you or a creature you can see, you can use your reaction to make an opposed Charisma roll against the attacking creature. Upon success, the attack deals no damage. You can use this feature a number of times equal to your half your Charisma modifier (rounded up) per long rest.
Mechanical Instinct
At 14th level, your patron has more or less made itself a part of you. You don't know when you last slept, but that's irrelevant to you. There's work to be done. At this point, you're practically a machine feigning life. You are now completely immune to psychic damage and being frightened or charmed. You may only be charmed, frightened, or dealt psychic damage if you allow it. Exhaustion has no toll on you. Once per long rest, you can substitute a History, Investigation, or Arcana roll with your warlock level + half your proficiency bonus. Add your proficiency bonus to any Intelligence or Charisma checks that you aren't proficient in.
Once per long rest, you can use your action to unleash a beam of powerful lightning or psychic energy reaching 80 feet or until it strikes something. If it strikes an enemy, they must make a Dexterity saving throw against your spellcasting DC. Upon failing the saving throw, the enemy takes 8d10 damage of the chosen damage type, and half that upon a success.
Previous Versions
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7/6/2019 1:09:46 PM
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1.0
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7/6/2019 1:17:12 PM
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2.0
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7/7/2019 6:34:43 AM
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38
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2.1
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Coming Soon
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