Warlock
Base Class: Warlock

Your patron is a one of the 4 Secundus from the mechanical plane of Mechanus. Your patron's alignment is lawful neutral

Expanded Spell List

The Mechanical Director 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.

Mechanical Director Expanded Spells

A Clockwork Artisan

You have proficiency with tinkerer's tools and 2 other artisan's tools. You also know the Modron language, but cannot speak it because your vocal cords are incapable of making most of the sounds.

 *(You will have to manually add the Modron language, because dnd beyond does not allow me to add it in the homebrew editor. You can add it from your dnd beyond character sheet)

Ranged Hardware Expert

At 1st level, you acquire the training necessary to effectively arm yourself for ranged battle. You gain proficiency with crossbows and firearms.

The influence of your patron also allows you to will through a ranged weapon. When you attack with a ranged weapon that you are proficient with, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. If you later gain the Pact of the Blade feature, you can make crossbows or firearms as your pact weapon.

*(You will have to manually add the charisma modifier to ranged weapon damage rolls, because dnd beyond does not allow me to change it in the homebrew editor)

Eldritch Gears

At 6th level, you ignore the loading property of weapons that you are proficient with. (not the reload property)

Additionally, if you have prepared the eldritch blast cantrip, when you hit with a ranged weapon attack, you can add the damage dice from eldritch blast(1d10 per beam that your warlock level allows) to the damage roll. You can do this a number of times equal to have of your proficiency bonus.

Focused Mechanations

At 10th level, whne taking a long rest you can add a modification to a piece of gear that can be used by you. These modifications only last until the start of your next long rest. The modifications only work for you. If you attempt to give a modified item to someone else, the modification falls apart and disappears. During a long rest choose one of the following:

  • Construct a springing repeater for your weapon. Add 1 more beam of eldritch blast when you cast it or when you use your eldritch gears ability.
  • If you use are using a mechanical spell casting focus, over clock the springs and gears within it. Gain 1 more pact spell slot. You also regain a spent pact spell slot every 3 hours.
  • Attach wheels to boots or other type of footwear. While wearing them, Increase your walking speed by 10 and you to can use the dash and dodge actions as a bonus action. 
  • Affix a loupe to a set of eye glasses or goggles. While wearing them, Increase your spell save DC by 2 and you have advantage on Wisdom, Intelligence, and Charisma saving throws.

 

Ex Machina

At 14th level, as an action you can call on your patron to give you the gift of a mechanical body. Your body transforms into something slightly resembling your true form, but with more gears, nuts, bolts, and springs. This form lasts for 1 minute. 

For the duration you are considered a construct, not humanoid (or other creature type). You gain temporary hit points equal to your charisma modifier multiplied by 8(max 50 hit points). You become immune to necrotic, poison and psychic damage. You are resistant to piercing, slashing and bludgeoning damage. You are immune to the charm, poisoned, and frightened conditions(the form can be activated to cure any of these conditions). You cannot be put to sleep by magical means. You cannot telepathically communicate with other creatures, nor can other creatures attempt to telepathically communicate with you nor can they read your thoughts. 

Additionally, while in this form your patron has given you 2 more pact spell slots. This form can be used once per long rest. 

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