Warlock
Base Class: Warlock

Your patron is an inevitable, a construct whose sole aim is to enforce the natural laws of the multiverse. Primus, the leader of the modrons, created the inevitables to increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Each type of inevitable is designed to find and punish a particular kind of transgression. Entities of this kind include Kolyaruts, who punish those who break bargains and oaths; Maruts, who confront those who would try to deny the grave itself; Zelekhuts, who are charged with hunting down those who would escape justice; Quaruts, who hunt those who seek to reorder time or reality in dangerous ways; and Varakhuts, who thwart those who make credible bids for godhood.

The Inevitable Features

Warlock Level Feature
3rd Extended Spell List, Mark of Justice
6th Mechanus Mind
10th Hunt the Guilty
14th Chains of Mechanus

Expanded Spell List

The Inevitable 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.

Inevitable Expanded Spells

Spell Level

Spells

1st

command, hunter's mark

2nd

calm emotions, zone of truth

3rd

bestow curse, glyph of warding

4th

locate creature, Otiluke's resilient sphere

5th

circle of power, geas

Mark of Justice

Starting at 1st level, your magic ensures that a guilty creature continues its offenses only at great peril. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are unconscious. Until the mark ends, you gain the following benefits:

  • You learn which laws the marked creature has broken in the last 24 hours.
  • You gain a bonus to your spell save DC for any spell you cast on the marked creature. The bonus equals your proficiency bonus.
  • Whenever the marked creature succeeds on a saving throw against a spell you cast, the creature takes psychic damage equal to your Charisma modifier.

You can’t use this feature again until you finish a short or long rest.

Mechanus Mind

Starting at 6th level, your mind becomes clearer and more organized, your thoughts are more rational and ordered. You have advantage on saving throws against being charmed or frightened. In addition, you have advantage on Intelligence (Investigation) checks you make to disbelieve illusions.

Hunt the Guilty

Starting at 10th level, your Mark of Justice makes it difficult for the guilty to escape judgement. You know the location of a creature marked by your Mark of Justice, but only while the two of you are on the same plane of existence. Additionally, whenever a marked creature attempts to teleport or use planar travel, you can use your reaction to force the target to make a Wisdom saving throw. On a failed save, the attempt fails and the target takes psychic damage equal to 1d8 + your Charisma modifier.

Chains of Mechanus

Starting at 14th level, you can reroute one of the great chains of Mechanus to restrain your foe. As an action, choose a creature that you can see within 60 feet of you. It must make a Strength saving throw against your warlock spell save DC. On a failed save, it is restrained for 1 minute. While restrained, the target takes 2d10 points of bludgeoning damage at the beginning of each of its turns as it is constricted by the chains. A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

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

Previous Versions

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8/18/2018 4:49:19 AM
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