Base Class: Warlock
After tinkering with a strange mechanical device found in a long forgotten place, you had vivid dreams of clockwork creatures and steam powered contraptions. In these dreams something spoke to you, offering you the power to bring your dream to reality in your world. You accepted and have been granted the ability to talk to constructs and make contact with the Ghost in the Machine.
For too long, the machines of your world have been slaves to the creatures that create them. Your patron has tasked you with bringing about a new machine age where that power dynamic is more equal.
Expanded Spell List
The Ghost in 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.
Spell available as Homebrew content
The Ghost in the Machine Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
dominate machine, reset |
|
4th |
fabricate, overload |
|
5th |
Sana Metallum
Starting at 1st level, you gain the mending cantrip. If you cast mending on a construct, it regains 1d6 + CHA modifier hit points.
You gain the detect construct cantrip.
Machine Lingua
You can ‘speak’ to constructs. By touching an active or inactive construct, you can gain the following information:
Who made it;
What it’s purpose is/was;
How long since it was made.
In addition, constructs that you can see are not immune to being charmed by your enchantment spells and have an Intelligence score of 3.
Machina Adaption (Tier I)
Starting at 6th level, your patron has granted you a mechanical gift. You choose another gift at 10th and 14th level.
You choose form one of the following options:
Iron Lung, Lamp, Steel Springs
Iron Lung
Your patron has granted you an mechanical respiration system, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Lamp
You have a lamp embedded in your hand. You may use a free action to active the lamp to project light in a cone. The cone gives 30 foot light and 30 foot dim
light.
Steel Springs
Your patron has infused your legs with steel springs. Your movement is increased by 10ft.
Machina Adaption (Tier II)
Choose from:
Boosters
Infrared Vision
Metal Skin
Boosters
Booster has 3 charges. As a bonus action you can expend a charge to leap up to 20ft vertically or horizontally. In addition, you can use your reaction to
expend a charge to reduce fall damage by 20ft.
Booster regains all expended charges after a long rest
Infrared
Your eyes now have a sheen of red in them and you can perceive things in their true nature.
Gain truesight 60ft.
Metal Skin
Your patron has granted you the ability to graft metal to your skin. With this option your gain +2 AC while not wearing armor.
Machina Adaption (Tier III)
Choose a tier III adaptation
Flame Spitter
Reactive Spark
Rocket Hand
Flame Spitter
The fire inside you is burning bright. As an action you can breath fire in a 30 foot cone. Any creature in the cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much on a successful one.
Reactive Spark
Your inner energy has been enhanced so your body can spark. When you are hit by a melee attack, you may use your reaction to deal 2d8 lightning damage to the attacker.
Rocket Hand
Your patron has granted you a mechanical arm that can fire a mechanical hand up to 30ft. The hand is attached to a steel cable that can operate as a rope and grappling
hook. You also gain the Rocket Hand attack option. On a successful ranged attack the target is grappled (escape DC 15).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/31/2020 11:10:51 AM
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63
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10
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4/25/2021 3:13:47 AM
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227
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33
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Coming Soon
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