Base Class: Warlock
[A SCI-FI/CYBPERUNK THEMED SUBCLASS]
Warlocks are no strangers to odd patrons. As one such warlock, you shouldn't be surprised by your patron, but yet you are. You've made a deal with an arcane being who has control over technology- whether that force is a god, a fae, or something else you're not sure. But you do know your abilities are far from normal. You are now able to essentially hack people as if they were machines. Your patron seems to delight and enjoy this, and often makes this known. You get the idea that your patron is more involved in your life than other warlock patrons- this thought may be a comfort to you, or a source of dread. Whatever the case, you're in too deep now.
Expanded Spell List
The Fiend 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.
Your insect plague spell is made of many, small, tiny mechanical bugs or other creature.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
dissonant whispers, command |
|
2nd |
blindness/deafness, phantasmal force |
|
3rd |
bestow curse, slow |
|
4th |
sickening radiance,compulsion |
|
5th |
insect plague, modify memory |
Connection
At first level, your patron has given you the ability to establish a Connection with almost anything, allowing you to fuel your spells differently, and hack your surroundings. You gain the ability to hack, and once something is hacked, you establish an arcane Connection. Your charisma modifier is how many times you can attempt to hack per long rest.
You can hack any electronic you can see. Any basic electronic without a password system is breached automatically. Any with a password system requires a Sleight of Hand check with the DC determined by your DM.
You can also attempt to hack any living being within 20 feet of yourself. An arcane, invisible wire connects you and your target. You can choose to reveal the wire to whoever you want. It can be broken if you move too far, or if the target beats your spell save DC with a Perception check (other creatures not effected by the wire may also do this). A charisma skill check of your choosing (any of the skills under charisma may be used) is required to hack a living target. The DC is determined by your DM, but generally speaking, the more sapient, alert, or intelligent the target, the more difficult it is. Constructs/robots do not count as living (there may exceptions to this rule). You have advantage on your charisma skill check against Undead.
A Connection with an electronic device allows you to gain access to whatever information the device may have been hiding (locked door, faculty commands, company budget, etc) and allows you to alter said information as a bonus action. You can also use said device as a conduit for your spells, casting them from the location of the device rather than yourself (example: you are 30ft away from the device you hacked, You can cast your eldritch blast using the device as a stand-in for yourself/centered on the device).
A Connection with a living being grants you several abilities. You can read their surface level thoughts, as well as attempt to read their deeper thoughts (your target will make a wisdom save). You may also use their body as a conduit for your spells, using their location to cast your cantrips instead of your own (this applies only to cantrips). You are also able to use your target's life force to charge your own spells. Once per target you can use your Connection to cast a spell without expending a spell slot. If the target is a spellcaster themself, you may cast two free spells, instead of one.
At 6th level, you are able to use any hacked target to cast two free spells, and any spellcaster target to cast 3 free spells.
Tech Advances
At 6th level your patron has begun to show you ways to magically manipulate tech that you've never thought of. You have altered your own body to gain resistance to lightning and thunder damage.
You've also learned how to impose disadvantage on a target as a bonus action or reaction. The disadvantage lasts for the target's turn. if the target misses an attack against you, it takes 2d6 lightning (or force) damage. If it misses an attack against an ally, it does not get damaged. The visual flavoring of how you impose this disadvantage and damage is up to you- it can be tripwires, electricity that runs through your veins, a glare, etc.
If the target is one you have a Connection to, it takes 2d6 damage on ANY missed attack, and a missed attack against you also gives you advantage on your next attack against the target.
Manifestations
Your patron has begun to allow you to manifest itself. At 10th level, you are able to summon a manifestation of your patron within a 20 foot cube, as a bonus action. The manifestation may look like tubes and wires reaching up like tentacles from the ground, electricity filling the air, arcane circles with binary and coding languages, and so on. You can stand within this cube safely.
The terrain in the 20 foot cube becomes difficult terrain. When a creature enters the area for the first time on it's turn, or starts it's turn there, it must succeed on a Dexterity saving throw, or take 3d6 lightning/force damage. You can choose several things to happen:
- restrain the creature within the cube. the creature can make a Dex or Str check against your spell save DC to free itself.
- throw the creature. You will make a Str or Dex check to see how far the creature can be thrown, and the DM will decide how much damage the creature takes form the throw, or other conditions that may happen from being thrown.
- Hack the creature. You will have advantage on your roll to hack this creature, and if you are successful, it will be restrained until the end of your turn.
This manifestation lasts for 1 minute, and is technically concentration. damage cannot break your concentration, but casting a spell may.
Any enemy you have hacked/have a Connection with has disadvantage on their saves within the area, and may take an extra d6 of damage (percentile roll by the DM, happens on a 30% or lower).
You can use this feature once per long rest.
Flesh Circuit
Starting at 14th level, your hacking abilities have become more advanced. Now when you have a Connection with a living creature, you can choose to deepen that Connection until you are controlling the creature. As an action, you can attempt to enter the mind of the target. The hacked target will make a Wisdom save against your spell save DC. This save has disadvantage if it is within the Manifestation of your patron. if the creature fails, you are able to assert control over the creature, the arcane wire that connects you two, driving into their head, and disappearing from the air.
While in control, the target's initiative remains the same. You may preform an action (attack, use a feature or a ability, etc) move at the maximum movement speed of the creature, speak as the creature in the creature's voice, and make other free actions as the creature. If you opt to see and hear through the creature's senses, your actual body will be blinded and deafened until the start of your next turn, or until you choose to stop using the creature's senses (whichever is longer). If the creature is dropped to 0 HP while you are possessing it in this manner, you take 1d6 force damage.
You cannot command the creature it hurt itself, but you can use it to attack whoever you please. The possessed target looks normal, except for their eyes, which may appear glazed or a different color. Other creatures may attempt to make a perception or insight check on this- you can choose to use your deception skill modifier to add to a charisma save, or just use your spell save DC to oppose the insight/perception check.
This ability lasts 1 hour, or until you end the ability or use it again.
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