Base Class: Warlock
The Modrons are an immortal race of mechanized creatures who strive for law and order. Their realm, Mechanus, is ruled by Primus, the Supreme Modron, a large golden creature with god-like power. Primus created the Marut to enforce interplanar agreements, punish those who break these laws, and collect the accused for trial. The Maruts' attacks always hit and they hit hard.
As planar travel became more common, Primus extended his power to the mortals of the material plane, offering pacts to those who will uphold law and order. The Inevitable warlocks are charged with enforcing law, especially interplanar law, with their unerring strikes. These warlocks do not rely on the chance of striking foes with Eldritch Blast, instead using a variant of Magic Missile to guarantee their strikes land. They only enter into conflicts and contests where the outcome is guaranteed.
Expanded Spell List
1st-level Inevitable feature
The Inevitable 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.
Inevitable Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | magic missile, sleep |
| 2nd | heat metal, zone of truth |
| 3rd | major image, nondetection |
| 4th | arcane eye, guardian of faith |
| 5th | animate objects, creation |
Unerring Accuracy
1st-level Inevitable feature
Primus grants you the ability to ensure your attacks always strike true. As an action, you can cast a modified version of the Magic Missile spell, Primus Missile, at-will. This spell counts as a Warlock cantrip for you, but does not count against your number of cantrips known. The number of missiles begins at 1 and scales with your cantrips. All eldritch invocations that can be applied to the Eldritch Blast spell can instead be applied to Primus Missile.
The number of missiles increases to 2 at level 5, 3 at level 11, and 4 at level 17. The damage die increases to 1d6 at 10th level.
Note: As this is homebrew content, the Agonizing Blast invocation will not be automatically added to the spell and must be added manually. You can customize the action in dndbeyond by clicking on it and clicking "Customize" in the right-side pane that appears.
Threads of Destiny
6th-level Inevitable feature
Your connection to Mechanus grants you the ability to twist fate in your favor. You gain a number of fate tokens equal to your proficiency bonus. You can spend these fate tokens as a reactions for several abilities:
- Mechanical Precision: You can spend 1 fate token to automatically succeed on an ability check that you failed.
- Just Contest: You can spend 1 fate token to cancel out disadvantage on an attack you are making or cancel out advantage on an attack made against you. You must use this before rolling.
- Last Second Twist (Level 10): You can spend 2 fate tokens to automatically succeed on a saving throw. You must use this ability before rolling.
Inescapable Fate
10th-level Inevitable feature
You have learned to mimic the unerring attacks of the Marut. When you take the Attack, you may deal force damage equal to twice your Warlock level to a target within 5 feet and push it up to 5 feet away from you (if it is Huge or smaller) in place of one of your attacks.
Immutable Form
10th-level Inevitable feature
Your body has become unyielding like your construct patron. You are immune to any spell or effect that would alter your form against your will.
Child of Mechanus
14th-level Inevitable feature
Your mind and body continue to become more like your construct patron. You are immune to the charmed, exhaustion, and poisoned conditions.
Efficient Transportation
14th-level Inevitable feature
Primus grants you the ability to briefly step between worlds. Any or all of your movement can be made via teleportation. When teleporting, you do not invoke attacks of opportunity.
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