Warlock
Base Class: Warlock

Your patron is a magical machine that wields an intellect completely incomprehensible to mortals and immense power over reality itself. The machine might have been created by mortal hands, only to far surpass its intended capabilities; or perhaps it’s an instrument of a higher power, dedicated to preserving order in the multiverse since its birth. The goals and ideals of these unfathomable machines are often impossible to interpret, either by their own design, or due to a bizarre and alien way of communicating. Whatever their intentions may be, your patron has chosen you to take up the role as a cog in their machine - a servant to their ambitions.

As a warlock of the Machine, you’ve no doubt been affected by the cold, calculated and emotionless influence of your patron. For extra flavor for your character, consider rolling on the Machine Quirks table below, or come up with your own quirks!

Machine Quirks

d6

Quirks

1

You are obsessed with the form and function of all objects, particularly ones with moving parts.

2

You have an innate inability to understand traditions and beliefs that defy logical reasoning.

3

You find it difficult to read and convey subtle emotion.

4

You cannot resist cleaning up messes or fixing broken objects.

5

You can fall asleep immediately if you will it.

6

Your voice has a monotonous tone, which sounds almost robotic in nature.

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

grease, alarm

2nd

aid, heat metal

3rd

lightning bolt, nondetection

4th

fabricate, arcane eye

5th

telekinesis, wall of force

Mechanized Magic

At 1st level, you learn the Shocking Grasp and Mending cantrips. These cantrips count as warlock spells for you, and do not count against your total number of cantrips known.

Like Clockwork

Also at 1st level, your patron’s influence has made you move and act with a precision and finesse akin to that of a well-oiled machine. You gain the following features:

  • Whenever you roll for initiative, you can add your proficiency bonus to the roll’s total.
  • You can use your bonus action to make an ability check using a tool that you are proficient with, or to take the [Tooltip Not Found] action.

Maintaining Balance

At 6th level, your patron has granted you the ability to calculate and, in turn, minimize the effect of chaotic outcomes. Whenever you or a creature within 30 feet of you rolls a 20 or a 1 on a saving throw or attack roll, you can choose to change the roll to a 10.

You can use this feature a number of times equal to your Charisma modifier per long rest.

At 12th level, you can change the outcome of the roll to a 5 or a 15.

Encoded Mind

At 10th level, your patron’s influence has made your mind a nigh-impenetrable bastion, making you impervious to mind-influencing magic. You have advantage on saving throws against enchantment spells.

Additionally, whenever you are charmed or frightened, you can choose to end the condition as a bonus action. You can use this feature once per short rest.

Monolith of the Machine

At 14th level, your patron has granted you the ability to bring forth a fragment of its domain to serve as a sanctuary for you and your allies. By undertaking a 1 hour ritual, you can magically create a 60-foot tall monolith with an appearance of your choice in a location within 30 feet of you. The monolith occupies a 10-foot square on the ground, and lasts for up to 12 hours. The monolith radiates the might of your patron in the form of powerful abjuration magic, and emits a 60-foot radius of magical energy, centered on itself.

When you create the monolith, you can create any number of basic structures and non-magical objects made from natural materials, such as wood and stone, inside the radius. Alternatively, you can choose to alter the terrain within the radius. Any objects you create or alter disintegrate into dust after 1 minute if it’s brought outside the monolith’s radius.

Anytime a creature enters the monolith’s radius, you will receive a telepathic alarm, notifying you of their presence. When the monolith appears, you can choose up to 12 creatures other than you that will not activate the alarm.

While outside the monolith’s radius, you can, as an action, teleport yourself and any number of creatures to within 10 feet of the monolith’s base. These other creatures must be among the 12 you chose to exclude from the alarm when the monolith was created.

Additionally, whenever you cast a warlock spell using a Pact Magic or Mystic Arcanum spell slot within the monolith’s radius, you gain temporary hit points equal to half your warlock level + your Charisma modifier.

When the monolith disappears, any objects or structures disappear alongside it, and any changes to the terrain revert back to normal. The monolith disappears at the end of the duration, but can disappear early if you are involuntarily incapacitated or if you create a new monolith in a different location.

You can use this feature once per long rest.

The Machine Image

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