Warlock
Base Class: Warlock

You have been chosen by a modron or the great machine itself to restore order across the planes.

Expanded Spell List

The Great 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.

Great Machine Expanded Spells
Spell Level Spells

1st

identify, shield of faith

2nd

aid, arcane lock

3rd

clairvoyance, spirit guardians

4th

otiluke's resilient sphere, summon construct

5th

animate objects, dispel evil and good

 

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your warlock spells.

Manifestations of Order
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Workings of the Great Machine

At 1st level, you gain the ability to manipulate the possibilities of an event occurring in a specific way. You have a pool of d4s that you spend to alter calculations in the glorious system. The number of dice in the pool equals half your warlock level (rounded up).

As a reaction, when another creature within 30 ft. makes an attack roll or skill check, you can give them a bonus or penalty to their roll, spending dice from the pool. The maximum number of dice you can spend at once equals half your Proficiency Bonus (rounded down). Roll the dice you spend, add them together, and add or subtract the total from the triggering roll. You must use this ability before the result is declared.

Your pool regains all expended dice when you finish a long rest.

Computational Prowess

Starting at 6th level, your brain becomes entwined with the great equation. You gain advantage on saving throws against any effect that would charm or frighten you. Additionally you no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Restore Order

Starting at 10th level, the reaction given by your workings of the great machine ability can now also be triggered by saving throws you make. Additionally as an action you may end one magical effect of a level lower than or equal to your proficiency bonus on a creature within 30 ft. of you.

You may use this action once per short rest.

Function Reset

Starting at 14th level as an action, you may choose a point within 45 ft. of you. All creatures within a 20ft radius lose all of their temporary hit points if they have any and are restored from any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned or stunned . You may give a friendly creature within the radius temporary hit points equal to half the number of temporary hit points removed rounded up. One enemy creature within the radius must make a Intelligence saving throw against your spell save DC or be afflicted by one of the negative conditions removed of your choice until the end of its next turn.

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

Previous Versions

Name Date Modified Views Adds Version Actions
8/17/2022 3:17:00 PM
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12/3/2022 9:16:57 PM
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