Base Class: Warlock
Not all warlock patrons come from places of chaotic or evil energy. Some seek power from places of structure and order. Patrons of Mechanus warlocks were gifted their powers from the forces of absolute order. These could come from a powerful inevitable that has deemed you worthy, a deal struck with a renegade modron, or granted to you from Primus himself.
Expanded Spell list
Primus 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
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2nd |
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3rd |
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4th |
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5th |
Axiomatic Mind
Much like a Modron, others find it difficult to make you act in a manner contrary to your nature. Starting when you take this subclass you have advantage on saving throws to resist being charmed or frightened.
Analytical Mind
Being gifted by the beings from the plane of order comes with certain benefits. When you take this subclass you gain proficiency in Arcana, Insight, and Investigation. If you are already proficient in one of these skills you instead gain expertise.
Construct Nature
Starting at sixth level You gain remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. If you already have permanent resistance to Poison this becomes Immunity to Poison Damage and the Poisoned Condition. Additionally, You don't need to eat, drink, or breathe, You are immune to disease, You don't need to sleep, and magic can't put you to sleep.
Construct Nature - Immunity
Law of Averages
Starting at tenth level, Whenever you deal damage with a spell you can choose to deal the average damage result. For example an attack that normally deals 1d10+5 damage would deal 10 damage. Additionally, you add your charisma modifier to the damage rolls for leveled spells.
Furthermore when a creature you can see rolls the d20 for an attack roll, saving throw, or ability check, you may choose to treat the die roll as a '10' you may make this choice after the die is rolled but before the roll is resolved. You may do this a number of times equal to your charisma modifier. You regain the ability to do so when you compete a short rest.
Absolute Order
Starting at 14th level you gain the ability to tap into the power that emanates from Regulus to briefly manipulate time to alter the outcome of potentially predestined events. As an action you can enter this state. Until the end of your turn:
- You can take up to three additional actions
- Your movement speed is tripled
- Creatures other than you can not take reactions
- The armor class of all creatures other than you is considered lowered by 3
- All creatures make dexterity saving throws with a -3 penalty
At the end of your turn you gain a level of exhaustion and you can not move or take actions until the end of your next turn from the immense consumption of energy.
You must finish a long rest before you can use this feature again
Previous Versions
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8/30/2023 3:14:38 AM
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8/30/2023 3:17:58 AM
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8/30/2023 3:22:11 AM
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8/30/2023 3:59:01 PM
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