Base Class: Warlock
The mechanical entities that create modrons and conduct themselves in a rigorous and precise manner have chosen you for a reason that fits their uniform needs. Perhaps one of the inevitable maruts need you to fulfill a contract to restore a balance within the world through the power of machine. Or maybe a lesser god under Primus has chosen you to inspire prosperity and innovation within civilization. Whatever reason you were chosen to represent the power of machine, that power is now inside your head, as the power of machine is not gifted through physicals. It is gifted through knowledge and willpower. The ability to craft and create construct and wire with the great intellect in your head, instead of raw power of your magic or the brute strength of your fists.
Expanded Spell List
The Clockword Patron 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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1st |
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2nd |
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3rd |
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4th |
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5th |
Gift of Craftsmanship
At 1st level, you gain proficiency with tinkers’ tools. With this, and the DM to determine if you have the supplies to do so, you may spend an hour to craft one of these three objects.
Lighter - This portable metal case holds a small wick which can be ignited with a flick of a tiny switch on the bottom. The light from the wick creates bright light in a 5ft radius, with dim light expanding an extra 5 far beyond that. The wick burns out after a number of minutes equal to your CHA modifier plus your INT modifier. Once the wick burns out, another hour is needed to put another wick in and make the lighter reusable.
Alarm - This small metal square box, about 5 inches on each side, contains a small bell which is wound up by a winch. Once the box has been wound up, any creature that steps within 5 ft of the box makes it ring loudly enough to make any creature within 20 ft instantly wake up from slumber, and can be hear by anything within 100 feet of the box. The alarm continues to ring for a minute or if the box is destroyed beforehand. Once the alarm has gone off, ten minutes just be spent to reset the ringing mechanism within the box.
Breather - A mouthguard that can be held between the teeth with a small rotating fan hidden within the mechanism. This apparatus allows the person wearing it to breath underwater for a number of rounds equal to your CHA modifier plus your INT modifier. Once that amount of time has passed, the apparatus ceases to function and can’t be used again.
Might of the Machine
Starting at 6th level, whenever you finish a long rest, you receive a blessing of strength from the mechanical patron you have. You may choose from one of the two options below, and can change it whenever you finish another long rest.
Skin of Steel - Your skin becomes tight as your muscles grow hard and taunt. When you choose this option, you gain a +1 bonus to your AC.
Systematic Mind - Your mind and magic become robotic in capability, allowing you to act and cast your spells with greater precision. When you choose this option, you gain a +1 bonus to your spell attack rolls.
(NOTE: Due to a bug, the options aren’t working for this intention, so whenever you chose an option after a long rest, you need to add the bonus yourself.)
Advanced Crafting
Starting at 10th level, you gain more knowledge from your patron on various other machines and tools. The DM determines if you have the time and material to build the following options.
Mini-bomb - This small half pound ball takes 1 day of worktime and costs 20 gold in metal and blackpowder to make and has a tiny wick at the top of it, that requires an open flame nearby to light. Once lit, the bomb can be thrown as an action anywhere within 60ft. Any creature within 15ft of the bomb when it explodes must succeed a saving throw equal to your spell save DC, taking 5d8 fire damage on a failed save, half on a successful one.
Extendable Cover - This three foot long metal bar takes two days to build and costs 75 gold to make. A small lever sits at the side of this thick metal pole, that after being laid on flat ground, extends a metal plate into a five foot tall and foot wide shield which uses an action. This shield has an AC of 10 plus your CHA modifier, And has hit points equal to your CHA modifier times your level, to a maximum of 80 hit points. The shield is immune to psychic and poison damage.
Net Ball - This four pound ball, roughly the size of a grapefruit, costs 10 gold, one day, and a fifty foot coil of rope to craft. A small button is on the top of this ball, that once pressed as an action, is throw immediately afterwards to anywhere within 60ft, opening it up to revealed a 10ft diameter circle of rope. Any creature within that circle from where the center of the ball was thrown must make a Dexterity saving throw equal to your spell save DC. On a failure, they are grappled. Every five feet of rope has an AC of 10 and 15 hp. The ball takes 10 minutes to put back together in order for it to be used again.
The Chosen Constructor
Starting at 14th level, your patron has determined you are worthy to inspire and push forward society, and has granted you the ability to have servants to command and help you in your quest.
As an action, you can spend 10 minutes summon construct creatures, whose challenge ratings cannot go pass a CR of 3, and who follow your every command. They will follow and do everything you ask of them if it’s within their capability and leave when an hour as passed, or when they die.
Once you use this feature, you can’t use it again until you finish a long rest.
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