Base Class: Warlock
*TW for mild body horror*
So you want to be another cog in the machine?
You have made a pact with a mechanical being, a creature that exist as a construct in the universe unbound by mortal limitations, who's purpose ranges based off of the Patron of the pact made. Machine pacts can be made by multiple different beings such as Primus the immortal ruler of modrons in Mechanus, AI from a futuristic world, Mecha-lich that has achieved lich-dom through mechanical augmentations, or a rogue modron. They each have their own respective ideals and goals they wish to achieve through you, but all of them show the same image to you... that the mechanical body is far superior to the coils of mortal flesh. This is why the pact was formed with you, so that you can live on alongside them.. as another cog in their greater purpose.
Expanded Spell List
The Mechanist 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.
The Mechanist Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Built to Overcome
At 1st level, you gain proficiency with medium armor and shields. You also gain proficiency in smith’s tools to keep up with your ever altering body. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
You also learn the mending cantrip. This counts as a warlock cantrip for you, but it don’t count against your number of cantrips known.
Hand of Steel
Also at 1st level, you have begun your process in converting yourself into the machine that you dream to be.. one limb at a time. You have fully replaced one of your arms (and hand) with the Hand of Steel. You gain the following benefits while the gauntlet is equipped:
- You can use the Hand of Steel as a spellcasting focus for your warlock spells.
- The Hand of Steel is attached to you and cannot be removed against your will. It can replace as much of your arm as you wish.
- The Hand of Steel can be removed as an action.
- The Hand of Steel counts as a special melee weapon that you are proficient. When you attack with this weapon you can use your Charisma modifier for attack and damage rolls with it, instead of Strength or Dexterity. The Hand of Steel does 1d8 bludgeoning damage and scales with your warlock levels as you become more efficient with using it. The damage increases at 5th level (1d10), 11th level (2d6), and 17th level (2d8).
If you later gain the Pact of the Blade feature, the Hand of Steel can be treated as a pact weapon. If you use another pact weapon, it can be integrated into the Hand of Steel making it so you can't be disarmed of the chosen weapon and that it can be summoned as a bonus action instead of a regular action.
Deeper Connections to the Machine
At 6th level, your patron's mechanical influences have found their ways into your 'normal' mortal functions. You no longer need to eat, drink, or breathe; you can still do so if you want to though.
Also after each long rest, you can choose one damage type between Slashing, Bludgeoning, and Piercing to gain resistance to as you make your interior and exterior resistant to that form of damage. Attacks with your Hand of Steel also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as you now imbue them with slight bits of your powers.
Bludgeoning Resistance
Gain Resistance to Bludgeoning damage.
Piercing Resistance
Gain Resistance to Piercing damage.
Slashing Resistance
Gain Resistance to Slashing damage.
Forged Body
At 10th level, you have begun transitioning away from the flesh that binds you to your mortal self, replacing your exterior with a permanent metal casing to hold yourself together. You now add half of your Proficiency Bonus (rounded down) to your base AC. This bonus cannot be removed. Also, you can bolster your defenses when you are struck by an attack. As a reaction, you can gain resistance to any damage that was just taken except psychic damage or something you already have resistance to, as your hard coating reduces the impact to the rest of your body. This resistance is only applied against the triggering damage. If you are attacked by multiple instances at once, like through a creatures Multi-attack, this resistance is only applied to a single instance of damage. This feature can be used number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition once per turn, the damage type of your Hand of Steel can be replaced with force, lightning, or thunder damage as a free action on a single attack roll, or kept as its normal damage type.
One with the Machine
When you reach 14th level, your own being is around 90-98% machine... because of this, your internal organs have been fully transformed in the way of machinery. You are resistant to poison damage and are immune to diseases and the poisoned condition. You also no longer need to sleep but are still required to take 6 hours of conscious 'rest' to gain the benefits from finishing a long rest and to reduce exhaustion levels. In addition from the lack of mortal being within yourself, you also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
In addition, you can also work your body to past its former limits... with some possible repercussions. On your turn, you can take an additional action (similarly to a Fighter's Action Surge), but this action cannot be used to cast a spell (this includes casting spells through magic items as well). You can only do this once per long rest. You can choose to do it an additional time on a separate turn, but to do so you must roll 1d20 and get greater than a DC 15. Note that NOTHING can be added or used to modify this roll. This DC will increase each time you choose to take an additional action and will only reset on a long rest. The DC will go from 15, to 18, to 20, to 25 meaning that your body has reached its limit and cannot push itself any further. If at any point you fail the check, you gain 1d2 levels of exhaustion and your additional action does not happen that turn. The DC will still increase on a failed attempt.
Previous Versions
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9/14/2025 3:57:57 AM
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9/14/2025 4:57:44 PM
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9/15/2025 5:46:32 PM
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