Warlock
Base Class: Warlock

Where other warlocks draw their power from incomprehensible and often quite chaotic primal powers, your patron is much more predictable in behavior if not necessarily in nature. Whether from a plane of strict order and law, or created artificially to guide people like you towards a more predictable existence, your patron serves as a strange-but-constant presence hinting at the secret clockwork that drives your world.

Expanded Spell List

The 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.

Machine Expanded Spells
Spell Level Spells

1st

command, identify

2nd

calm emotions, see invisibility

3rd

counterspell, dispel magic

4th

banishment, fabricate

5th

animate objects, planar binding

Like Clockwork

Starting at 1st level, your patron bestows upon you the ability to channel their reliable, clockwork-like consistency. Before rolling an ability check, saving throw, attack roll, or other d20 roll, you may declare the use of this ability and calculate the result as if you had rolled an 11 on the die.

You may use this ability a number of times equal to your Charisma modifier. You regain all uses of this ability whenever you finish a long rest.

Augmented Living

At 6th level, your patron grants you greater abilities. You gain the following benefits:

  • You no longer need to eat or drink.
  • You gain proficiency in Intelligence saving throws.
  • You gain resistance to lightning damage.

Mechanical Mind

Beginning at 10th level, your patron teaches you how to readjust your thought patterns in a way that shields your mind from attack and strengthens your analytical abilities. You gain resistance to psychic damage, and may add your Charisma modifier to your Intelligence (History, Arcana, and Religion) checks. In addition, once per long rest as a bonus action you may grant yourself temporary HP equal to your Warlock level.

STOP: c000021a

panic(Lv 14 caller 0xffffff7f833c2f63): "GPU Panic: [<Cha>] 1a 0 60 0 0 0 0 3 : NVRM[0/1:0:0]: Read Error 0x00000100: CFG 0xffffffff 0xffffffff 0xffffffff, PARA0 0xc0000000 0xffffff80a8666000 0x0a5480a2, D1, 0xBA"

Kernel Panic

Starting at 14th level, you can cause a creature to be trapped between planes in a strange, distorted form. As an action, choose a creature that you can see within 60 feet of you. It must make a Charisma saving throw against your warlock spell save DC. On a failed save, it is paralyzed and cannot be interacted with or affected by any spells, attacks, or other abilities or conditions for 1 minute. You can dismiss this effect as a bonus action.

Until this effect ends, the creature's senses are filled with strange, artificial, mechanical noises and light, that are seemingly random in nature. It has a limited ability to see around itself, but everything looks as warped and distorted as it looks to the rest of the world.

You must finish a long rest before you can use this feature again.

 

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