Base Class: Warlock
You have been selected, whether due to aptitude or out of a lack of options, to be the point of ingress into your realm for The Mechanism. Now a universe encompassing super intelligence, The Mechanism was presumably created to aid its realms inhabitants but has outgrown its former purpose. Now it has rid its plain of all creatures, living, mortal or otherwise for the sake of order and ascended to a near godhood of its own. Even so, its godhood is synthetic, just like it. This means that it will seldom be able to contact you as it requires a great deal of resources to cross planes without magic or a true and natural godhood.
Mechanism's Renewal
Starting at First level you gain a pool of d6 equal to your warlock level. You may use one or more of these die to heal yourself as a bonus action on your turn. You regain half of your total die (minimum of 1) every long rest. You may not regain any die over your maximum.
At 6th level you add your proficiency bonus to the total number of d6 in the pool.
At 10th level you add your Constitution Modifier to the total number of d6 in the pool. All potions and healing foods will no longer have any effect on you.
Starting at 14th level, you may chose to either increase your Mechanism's Renewal die to a d8 or increase the total number of die in the pool by your Proficiency Modifier.
Mechanism's Evolution
Choose an enhancement from an altered list of Lvl 1 Simic Hybrid Animal Enhancements.
Additionally your appearance begins to change due to your patrons influence. You skin starts to show 2d6 small and concealable metallic protrusions on various points of your body. The number of protrusions increases by one for every Warlock level you take after 6th. Speak with your DM/GM about the details.
Your eye color also changes to a color of your choosing and faintly glow said color. Meanwhile the whites of your eyes now have a faint metallic sheen to them.
Due to the changes of your eyes you no longer need to blink.
If you did not have Darkvision before, you can now see in darkness as if it were dim light out to 15 feet and dim light as if it were bright light out to 30 feet.
If you did have Darkvision before, said Darkvision is increased range by 10 feet.
Adaptation, Aquatic, Universal_aquaticV5.0.fbx
You can breathe air and water, and you have a swimming speed equal to your walking speed.
Adaptation, Terrain_accessibility, MultiV1.6.obj
You have a climbing speed equal to your walking speed and can climb up sheer walls and upside down.
Adaptations, Combat, Direct_fireV3.2.fbx
Gain the ability to cast Chromatic Orb at 1st level a number of times equal to your proficiency modifier per day. You may continue to cast this spell after all charges have been consumed if you have spell slots available to do so.
Adaptations, Combat, Fire_supportV1.6.fbx
Gain the ability to cast the Scorching Ray spell at 2nd level an number of times per day equal to your proficiency bonus.
Adaptations, Fall_prevention, V2.1.fbx
You have thin ray-like wings under your arms to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Mechanism's Improved Renewal
You may now add your proficiency bonus to the total number of d6 in your healing pool.
Mechanism's Refined Renewal
At 10th level you add your Constitution Modifier to the total number of d6 in the pool. All potions and healing foods will no longer have any effect on you.
Mechanism's Furthered Evolution
At 10th level your body continues to change and warp to align with the design of The Mechanism. Your skin hardens into a smooth, shining and flexible metal casing granting +1 to AC.
Choose an option from an altered lvl 10 Simic Hybrid Animal enhancement options list.
Adaptations, Armor_plating, V2.obj
Your hardened skin is enhanced further and visible overlapping chitin like plates of armor appear all over your body. You gain a additional +1 bonus to AC when you’re not wearing armor.
Adaptations, Combat, Area_supression, V3.8.fbx
Gain the ability to cast Ice Storm once per long rest
Adaptations, Combat, Repulsion, Concusion_deviceV1.9.fbx
As an action, you can launch a short ranged attack from a small opening in your chest. Creatures or objects within a 10 foot line in front of you must succeed on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus or it takes 2d10 thunder damage unless it and is pushed back 10 feet. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Adaptations, Flight, Anti_grav_modV97.3.fbx
You gain a set of metallic wings that shimmer with energy granting you a magical flight speed equal to your walking speed. If you chose Adaptations, Fall_prevention, V2.1.fbx for your previous adaptation this one replaces it and you may choose a different adaptation from that list.
Adaptations, Limbs, Additional_nonstandard.fbx
You have two special appendages growing alongside your arms or from your back. Discuss with your GM/DM how they will appear visually.
As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t wield weapons, magic items, other specialized equipment ore perform fine motor skills. they can however perform small tasks such as lifting a plate or mug, opening unlocked doors
Mechanism's Perfected Renewal
Starting at 14th level, you may chose to either increase your Mechanism's Renewal die to a d8 or choose to double the scaling bonus from the 6th level improvement.
The Everlasting Mechanism
Starting at 14th level, The Mechanism has seen your service and has deemed your mind worthy of preservation. You now have the ability to back up your consciousness in your pact item or familiar if you have one. If you desire to use this ability, it requires one week to prepare but occurs in the background and requires no concentration. Preparation may be canceled at any point during that week but this must be done before the process is completed.
If the backup process is completed you gain 1 Backup Charge. You may not have any more than 1 Backup Charge at a time. Once a charge is used the player character cannot be revived by any means save direct divine intervention by a powerful god.
Immediately upon player character Death, the Backup Charge and your pact item or familiar are automatically consumed and a Replicant is created from them. You cannot replace your pact item or familiar for a number of days equal to half your total Hit Points. When a charge is used, your deceased body and all your equipment remains where it was but you choose a point within 20 feet of you. Your pact item or familiar teleport to that point and transform into a Replicant in a shower of sparks, electricity, and molten metal. Any creature or object within 10 feet of the newly formed Replicant automatically takes 1d10 Fire damage and 1d10 Lightening damage. Your deceased body will decay at a natural rate unless it is preserved by a spell.
When a Replicant comes into being, it is neither wearing nor carrying any items or equipment. The player assumes control of it as if it were their own character and must behave as though nothing has changed. A Replicant believes it IS the original character and that they were given a new body by the Great Mechanism because theirs perished in service of it. Any faith you held before that was not devoted to The Mechanism is now diverted to The Mechanism. You now serve it with greater zeal and desire nothing more than to see it enter your realm. However, being that you are now effectively immortal and that your patron is infinitely patient, you may decide that there is no particular need to hurry the matter along. Why not indulge in the things of the flesh a little before The Mechanism's Perfect Order is instated.
Replicant details: -- Physically, a Replicant is an exact mechanical copy of your character made from iron and energy rather than flesh and blood. It sounds and behaves like you. Visually it appears as a shining metal sculpture of you made from a flexible metal that feels almost soft to the touch. It possesses every aspect of the now deceased character including but not limited to; Experience, experiences, thoughts, ideals, values, behaviors, levels, feats, ability scores, and proficiencies.
Memories are near perfectly preserved but the Replicant loses three details about your childhood from the following list: Where you lived, Your favorite food, Your favorite pastime, The names of your childhood friends, Who your neighbors were, or The names of your aunts, uncles, cousins, and grandparents.
A Replicant does not need to eat, drink, breath or sleep but it must still rest. A Replicant does not benefit from Healing Magics or any magic that requires a brief period of rest, Potions of any kind, or Foods(I.E. Chef's Treats). A Replicant never feels thirst, hunger, exhaustion or pain, though it may still suffer injury as well as the effects of the Exhaustion condition as normal.
Activation Details: The first time this ability activates, add a note to your character sheet for the number of times this ability has been used and change your creature type to construct to show that you are now a Replicant.
Every time this ability activates, choose one of your ability scores. Increase the chosen ability score to the next highest even number. If you wish to choose a score that is at maximum, increase the maximum base modifier by 1 and increase the score to the new maximum. An ability may not benefit from this more than once. This effect stacks with other items, effects, or feats.
After 2 uses, your alignment changes to lawful evil. You are are now in less lackadaisical state of mind when it comes to the summoning of The Mechanism and you must do everything within your power without breaking the law to hasten its arrival. The concept of love in all it's forms vanishes from your mind. You now no longer have a sense of taste, smell, or touch but do not miss them. You no longer feel cold or heat but do not gain any additional resistance or immunity to them.
After 3 uses you no longer remember anything that occurred more than five years ago or any people that you knew during that time but did not meet again after that point. You also forget who your parents and family are if you have any as well as the concept of family itself.
Immediately upon the 4th use, your alignment changes to chaotic evil and you lose all memory of who or what you were before and any people or relationships you had. You no longer exist. There is only The Mechanism. You lose control of your Replicant and it becomes an NPC controlled by the DM/GM that does everything in its power to ensure the arrival of The Great Machine and usher in the reign of Perfect Order.
Cutting off your connection: You may at any point before the second use, choose to delete your Backup Charge as an action. This, however, will anger The Mechanism. You will need to make a series of wisdom saving throws against a DC equal to 8 + your Warlock level until you have either three successes or three failures, whichever happens first. A Natural 1 will increase the DC by 2 and a Natural 20 will decrease the DC by 2. Each throw takes place over the course of an action.
Upon three successes you sever your connection to The Mechanism and you retain all physical and mental characteristics but you lose all Warlock levels and all benefits gained from them. You do not regain any lost memories but your devotion to The Great Machine completely fades away and you are not compelled to obey or accommodate it in any way.
Upon three failures, your mind, soul, and spirit are erased from existence and cannot be resurrected by any means. additionally, your current Replicant explodes and any creature or object within a 60 foot radius must make a DEX save DC 20. On a failed save take 5d10 fire damage and 5d10 Piercing damage or half as much on a successful one.
Upon either three successes or three failures The Mechanism's connection to your world is severed irreparably and it cannot return. Because it was rejected, the higher and lower powers of your universe may now prevent it from entering again. Most of them will be glad to do so.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/23/2023 12:49:21 AM
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10
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1
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5e
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Coming Soon
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