Base Class: Warlock
You have a history with mechanics and have essentially worshipped it, a being knowing as Mechanus came down and blessed you with the magic of machines. However a deal was made requiring you to be part machine and have to spread the power of mechanics.
Expanded spells of the machine
As of your belief in machines you gain the following spells at certain levels.
Mechanical Prosthetic
You have chosen to enhance yourself by replacing a specific limb of your choice. You start off with one enhancement and can add another enhancement by spending 50 gold pieces of mechanical parts and 5 hours on your own.
Arm:You can choose to take remove an arm this arm can store one item which can pop out for a free action and with that arm you get to have a d10 with no modifier to unarmed strike damage if a feature would add additional damage you get the dice and whatever modifier added to the d10.
Leg:You can choose to remove your legs. With these new legs your walking speed increases by 20 feet and you get to dash and disengage as a bonus action both taken at the same time.
Wings: You can choose to remove your wings. With these new wings your flying speed increases by 10 feet and you can spend your turn to fly moving at 400 feet and if you can dash as a bonus action you can dash to double this.
Overcharge
At 6th level you can push yourself to the limits, you cause your enhancements to overcharge where you can cast a spell without using spell slots or components but they are not used at higher spells levels than its own so if its a 1st level spell it is only casted at 1st level. This lasts for until your health is half you max and you take 1d4+con fire damage a turn and once over you take one level of exhaustion.
Enhancement Overdrive
At 10th level you have learnt to improve your mechanical enhancements this discovery allows you to give an extra feature to your original enhancement to do so you must take a long rest enhancing them. You can enhance other limbs of you have 100 gold pieces of mechanical pieces and spend 8 hours doing so.
Arm:Your arm enhancement now has 2d10 instead of its 1d10 and gets your intelligence modifier added instead of strength if you wish however it is not added to damage.
Legs:Your movement increases by 40 feet instead of 20 feet and you can also jump an extra 10 feet alongside a climbing speed equal to your walking speed
Wing:You can move by 600 feet instead of 400 feet with flight if you sacrifice your turn and you can use your wings weapons which uses your intelligence modifier and you are proficient with and the damage is a 1d12 and get your intelligence modifier with it. If you use your action to cast a spell you can attack with the wings as a bonus action.
Endurance of a Machine
At 14th level you can endure your overheat where if your overheat would usually end you can make a constitution save (the dc is your spellcasting dc) which if you succeed it continues however you can no longer keep concentration on and you only take 1d4 fire damage to keep it up. If you get to 0 health you must take 1d4+1 hours to repair your enhancements. If you make a death save and your enhancements are active you can add your spell casting modifier to your roll.
Previous Versions
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