Base Class: Warlock
Creating a pact with The Binary, you are swearing yourself to an Arcane AI. This subclass focuses on arcane hacking. Redefine the flow of magic on the battlefield. Set up contingencies for failure. And even take a peek behind your enemy's veil and take something on your way out.
Access Knowledge
If you spend 10 minutes, you can cast Identify without expending a spell slot.
Copy-&-Paste
When you see a spell be cast within 60ft of you, you can copy that spell to use later. Once you copy a spell you can use an action to cast the spell at any point after. The spell remains within your use until you cast it, or copy another spell.
This spell does not use a spell slot, but must be at a level you can normally cast. You can only Copy a spell once a day.
Reprogram Spell
You can choose to reprogram a spell in someone's prepared spell list as long as they are willing. The next time they cast that spell it will work one of the following ways you choose.
- Give a touch spell a range of 15ft
- Change the damage type of the spell
- Changing the shape of a spell into a different shape. Cone, Square, Circle, Cube.
- Making a single target spell target an additional target
You can use this ability a number of times equal to your proficiency.
Mage Firewall
As a Bonus Action you create a 15ft wide and 10ft tall screen. The screen has 2 sides, Defense side, and Attack side. When generated the Attack side is facing you and the Defense side facing away. Any ranged attack made through the Firewall from the Defense side has its damaged halved. And ranged attacks from the Attack side gain bonus damage equal to your Charisma Modifier. The Screen stays up for 1d6 rounds, or until the caster drops to 0 HP.
Malware Arcana
As an Action you can force a target to make a Constitution saving throw. On a Failure, they take 6d10 Psychic damage, and then you can choose one passive or one active ability to disable on their Stat Block for 1d4 rounds. You can disable any one of the following.
- A Prepared Spell
- An Action Ability
- A Reaction Ability
- A Bonus Action Ability
- A Resistance
- An Immunity
On a success they take half as much damage, and are not effected by Deafen.
Otherworldly Spam
As an Action, every target you choose within 60ft of you is assaulted by an onslaught of Ancient chants and Screams. Each target must make a Intelligence saving throw, on a failure they take 10d6 Psychic damage, and are rendered Paralyzed. They can make the save again at the end of their next turn, remaining Paralyzed until they do. On a success they take half damage, but have disadvantage on their next saving throw.
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