Warlock
Base Class: Warlock

You have discovered one of the Great Constructs of Mechanus and forged a pact with them. Driven by law and a need to balance the world, when these beings seek out warlocks it is usually those that follow the same ideology. Being a construct, the patron has a mind wholly alien in its machinations and motivations from your own. They do not tend towards good or evil, and are almost never chaotic in nature. Their followers are often inventors and tinkerers, seeking to push the boundary between technology and magic further than ever before. The Great Constructs of Mechanus have a cold calculating in them, devoid of emotion and encompassed by logic. They encourage their followers to modify their own bodies using a combination of clockwork and metal, in order to enhance their own abilities, and to more fully encapsulate what it means to be a timeless construct. 

Knowledge of Invention

Making a pact with this Construct has granted you knowledge of how to create, tinker, and invent. Gain proficiency with either Blacksmithing Tools or Tinkerer's Tools.

Clockwork Upgrades

In your studies and experimentation, your patron has shown you insight into how to replicate humanoid body parts using clockwork machinery. 

At first level, you gain two Clockwork Upgrades. Additionally, whenever you should gain a new feature of the Timeless Construct subclass, you may choose an additional Clockwork Upgrade. 

Drill Spike Limbs

You have found a way to incorporate drills and spikes within your arms and legs, allowing you to attach to walls and ceilings with ease. You make any climbing check with advantage.

Enhanced Mind

You have been blessed by your patron with a magically enhanced mind, granting you access to knowledge you previously did not know. Gain proficiency with one set of tools of your choice. Additionally, learn one language of your choice.

Enhanced Ocular Overlay

You have experimented with your own eyes, providing a magical ocular device which gives you greater insight into the world around you. Gain proficiency in Investigation and Perception. Alternatively, if you already have Proficiency in one or both, you may gain double your proficiency in one that you are already proficient in. 

Iron Will

You have magically altered your consciousness to have an iron willpower. You have advantage on saving throws against the Charmed condition.

Magnetic Clock

Using clockwork and magnetism, you have built a compass needle directly into your body. You cannot become lost in non-magical terrain. Additionally, you always know the time of day.

Magnetic Sensory Strip

You have found a way to incorporate small vibrating magnets into your senses, relying on them to relay extra information on your surroundings. You can no longer be surprised. Additionally, you gain Blindsight out to 10 ft.

Magnifying Lens

You have found a way to craft a crystal into a lens, which allows you to pick through a combat situation to always find your quarry. You ignore 1/2 and 3/4 cover when making a ranged attack or a ranged spell attack. 

Spring Loaded Impact Dampeners

You have modified your legs, replacing weak muscle and bone with powerful metal and spring. You halve any falling damage that you would normally take.

Spring-loaded Deflector

You have augmented the defensive capabilities of your body using clockwork, springs, and a large metal plate. As a reaction, you may cast the Shield spell as a first level spell on yourself once per long rest. This does not count against spells known, and casting does not expend a spell slot. You do not need components to cast this spell.

Steel Nerves

You have outfitted your body with nerves of steel. You have advantage on saving throws against the Frightened condition. 

Vice Grip

You mechanically augment your hands to provide for a grip strength equivalent to that of a Giant. You cannot be disarmed, and you make Strength checks to grapple an enemy with advantage.

Emergency Repairs

At 6th level, you have discovered that your body can be fixed by more analog means than those of your peers. As an action, you may give yourself bonus HP equal to your Warlock level + your Charisma modifier. This can be done a number of times equal to your Charisma modifier. You regain all of your uses of this feature whenever you finish a short or long rest.

Rule of Law

Starting at 10th level, you have grown attuned to the Plane of Mechanus and have discovered ways to channel that connection into your everyday life. As a reaction, you may force a d20 roll of any creature you can see to be a 10. This can be done after the roll, but before the results are determined. This can be done for an attack, ability check, or saving throw, and may be used on both allies and enemies. Once you use this feature, you can't use it again until you finish a long rest. 

Neutralizing Gaze

At 14th level, your connection to your Construct patron has grown so strong that you can manifest it's own powers through your body. As an action, you may choose one creature and attempt to open your eyes through the Plane of Mechanus. The designated creature must make a Charisma saving throw or be subjected to the otherworldly gaze of the Timeless Construct. On a successful save, the creature is not affected, and cannot be targeted by Neutralizing Gaze for one week. On a failed save, the creature immediately loses concentration on any spell they were concentrating on. The creature must make a concentration check any time that they cast a spell while they are subjected to the gaze. Additionally, all magic that is affecting the creature is suppressed, and the creature's magical abilities (if any) are nullified while it is subjected to the gaze. This includes a dragon's breath, a medusa's gaze, and similar abilities, at the DM's discretion. Once you use this feature, you can't use it again until you finish a long rest.

Attempting to use this while standing within a Beholder's Antimagic Cone will negate the Antimagic Cone until the start of your next turn. 

You may keep your Neutralizing Gaze up for 1 minute. Each round you must use a bonus action to maintain the connection to your patron. This connection counts as using your Concentration, for the purpose of maintaining the connection and making Concentration checks when concentration would be broken.

Previous Versions

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