Warlock
Base Class: Warlock

You have been granted access to the incredible processing power of an artificial intelligence, either because you created it or because it chose you. Its aims may be inscrutable like that of an eldritch entity far beyond the technologies of your time, or it may be quite familiar in its personality and goals.

This subclass uses Intelligence, rather than Charisma, as its spellcasting ability.

Expanded Spell List

The Artificial Intelligence 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.

Fiend Expanded Spells
Spell Level Spells

1st

faerie fire, identify

2nd

augury, web

3rd

clairvoyance, sending

4th

arcane eye, fabricate

5th

creation, telepathic bond

Machine Learning

Starting at 1st level, your patron grants you an enhanced ability to learn new information. You gain proficiency in two skills or tools of your choice. At the end of a short or long rest, you can change one proficiency gained from this feature for another.

Target Analysis

Starting at 1st level, you gain the ability to mark a target for analysis by your patron. As a bonus action, choose one creature you can see within 60 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • You and your allies gain a bonus to attack rolls against the marked target. The bonus equals half your proficiency bonus, rounded down.
  • You immediately learn the target’s current health.
  • On subsequent turns, you can use your bonus action to make an Intelligence (Investigation) check contested by the marked target’s Charisma (Deception) check. On a success, you can learn one of the following properties of the target: its armor class, one saving throw proficiency, any damage resistances or vulnerabilities, or gain an update on its current health.

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

Multithread Processing

Starting at 6th level, your patron's advanced senses grant you the ability to set up the battlefield to your advantage. You gain a bonus to initiative rolls equal to your Intelligence modifier.

In addition, after initiative is rolled but before battle begins, you and an ally within 60ft. of you can choose to swap places in the initiative order. Regardless of if you choose to swap places in initiative, both you and the chosen ally can immediately move up to your respective movement speeds, setting up for a better position before the battle begins.

Advanced Armaments

Starting at 10th level, when you use your Target Analysis feature, you mark all creatures within a 30ft. radius of the original target. All affected creatures remain marked even if they move more than 30ft. away from the original target, or if the original target dies. When you use your bonus action to learn about a target's attribute, you learn the same attribute for every affected creature. Additionally, you and your allies now also gain a bonus to damage rolls against the marked targets equal to half your proficiency bonus, rounded down.

Your patron also grants access to highly advanced armaments and data manipulation abilities. The following spells become Mystic Arcanum options for you: disintegrate, mirage arcane, control weather, and meteor swarm.

Kernel Manipulation

The universe is, at its most basic level, comprised of information. Your patron has gained the ability to manipulate that information, and through that ability you can impose your will upon reality.

At 14th level, you gain the ability to create a closed space where you have control over all information within. As an action, you can create this closed space, which lasts for 1 minute or until you choose to end it, and requires your concentration (as if concentrating on a spell). The space covers an 60ft. radius sphere centered on the point you cast it at, and does not move with you. When the space is created, all creatures within the space must make a Charisma saving throw against your spellcasting DC. A creature can willingly fail this saving throw. On a success, they are shunted to the nearest unoccupied space at the edge of the radius. Creatures that attempt to move through the edge of the closed space must repeat the saving throw, and are barred from moving across it on a failure. The edge of the space is opaque, and blocks objects and spells that try to pass through it.

When you create the space and as a bonus action your subsequent turns, you can modify the terrain within the space, in a similar manner to a mirage arcane spell. Creatures of your choice within the space have attack rolls made at advantage against them, can't take the Hide action, can't benefit from being invisible, and are marked by your Target Analysis feature. A creature that escapes the space has these effects immediately end on them.

Once you use this feature, you can’t use it again until you finish a long rest.