Warlock
Base Class: Warlock

A hierarch is a type of modron that ranks above the majority of the others. Hierarchs are part of the grand scheme to maintain order in the multiverse. Their orders and motivations stem from the greater deity Primus, ruler of Mechanus. There are nine types, from the Decaton to the Secundus which are below only Primus himself in the hierarchy.

Expanded Spell List

The Hierarch 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.

 Hierarch Expanded Spells

Spell Level Spells

1st

command, grease

2nd

detect thoughts, silence

3rd

clairvoyance, slow

4th

compulsion, freedom of movement

5th

rary's telepathic bond, wall of force

Strength in Repetition

Starting at 1st level, during combat, when you take the same action that you took on the prior turn, you gain a bonus depending on the type of action:

Attack, Cast a Spell, Use an Object, or Activate a Magic Item: You gain +2 to attack rolls this turn.

All Other Actions: You gain +2 to your AC until the start of your next turn.

Transcendent Orders

Starting at 6th level, you can cast Command as a bonus action without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. Any creature that fails its saving throw against your Command spell can no longer see nor hear you for the duration of the spell.

Otherworldly Anatomy

Starting at 10th level, you can see invisible creatures and objects within 60 feet of you that are within line of sight. Additionally, you gain temporary hit points equal to your warlock level whenever you finish a short or long rest.

Modron Volley

Starting at 14th level, you can briefly summon a squad of quadrones to rain fire down on enemies below. Those who are hit by the onslaught may find it difficult to oppose you. As an action, choose a point within 120 feet, and creatures within a 20-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw or take 10d10 piercing damage and be charmed by you until the start of your next turn. On a successful save, they take half as much damage and are not charmed. The quadrones then vanish.

Once you use this feature, you can’t use it again until you finish a long rest.

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