Warlock
Base Class: Warlock

Your patron is not of natural life, they are artificial. They may be powered by magic, crystals, or many other forms of energy, but they are still sentient. While there may not be a known creator of your patron, they are still motivated by their own needs to keep themselves repaired and keep the progression of technology moving forwards. These patrons include Nimblewright, Warforged generals, Pidlwick II, or any other legendary constructs.

Artificial Ally

Starting at 1st level, your patron bestows you with a piece of their own being for use in your travels. As an action, you are able to summon any construct of CR 1/4 or lower. When summoning this construct, it becomes your alignment and will follow any and all of your commands. The construct slowly loses energy over time and will eventually deactivate and vanish after 1 hour. At 6th level, the construct can be CR 1 or lower. At 10th level, the construct can be CR 3 or lower. At 14th level, the construct can be CR 5 or lower.

Once you use this feature, you can't use it again until you finish a short rest.

Mechanical Familiarity

Your awareness of contraptions and how they work has made you familiar to their flaws, functions, and capabilities. You now have advantage on DEX saving throws against traps that you can hear. Additionally, you have advantage on INT checks that pertain to tinkering with or examining mechanisms.

Enhanced Construct

You can imbue your constructs with superior controlling magic. They gain thicker armor plating, granting +2 to their base AC. Their power source is reinforced, granting an extra 1d12 health (rolled upon summoning). Their weapons are also sharpened, granting a bonus 1d6 to their attack rolls.

Self Improvement

You grant yourself the power you have gifted to other machines and become one with them. A mechanical suit of bronze and magic forms around your body. For 1 minute, you have a bronze shell, granting +2 to AC. You also have special spell cannons on your arms that help guide spells, which grants +3 to your spell attack modifier. Hydraulics in the arms and legs gives you advantage on STR throws. Finally, boosters in the legs allow you to run far faster than you typically would, increasing your speed by 10.

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