Warlock
Base Class: Warlock

The Service Weapon and The Board have always existed. The Service Weapon has taken many forms before now in the hands of many capable Directors. Now, perhaps through chance, perhaps through destiny, perhaps through the will of an extradimensional entity, the Service Weapon and the Directorship has fallen to you. From their home in some space outside of your dimension, the Board has chosen you to be their weapon. 

Note: While this subclass references the Federal Bureau of Control and references the PC as the Director, the FBC does not need to exist in your D&D Campaign for this subclass to function. 

- This subclass is inspired by the video game Control. I do not own Control or any of its associated trademarks. Avatar images from control.fandom.com. -

Service Weapon

Take the Service Weapon/Sword/Gun. You will need it for Protecting/Fighting/Murdering. 

You gain the Service Weapon, a mysterious yet powerful ever-changing weapon. It's constructed from unconnected shapes that nevertheless seem attracted to each other, which mould and shape themselves to your command. 

The Service Weapon takes the form of any simple ranged or melee weapon your choose. As a bonus action, you may transform the Service Weapon between any other simple ranged or melee weapon. You do not need to be proficient with the weapon for the Service Weapon to take this form. If you throw the Service Weapon as part of an attack, it will re-appear in your hand at the end of your next turn.

The Service Weapon does not consume ammunition when in the form of a ranged weapon, and will generate its own ammunition when fired, but otherwise behaves as no different to normal ranged weapons.

Any other creature who attempts to use the Service Weapon must make a Wisdom saving throw (DC 14) and take 6d6 force damage on failure, and half as much on success, as the Service Weapon rejects them and forces itself from their grip. The Service Weapon cannot be destroyed by any means. If you lose the Service Weapon, it will appear back in your hand at the end of a long rest.

At 4th level, the Service Weapon may take the form of any martial ranged or melee weapon, or one-handed firearms.

At 9th level, treat the Service Weapon's attacks as magical.

At 14th level, treat the Service Weapon as silvered.

Hotline

You are the Director/Authority/Big Cheese. The Hotline is necessary for Operation/Communication/Gameplay. 

The Hotline takes the form of a red bakelite telephone. The rotary dial has been replaced with a black knob of unknown purpose.

Once per long rest, as an action, you may pick up the Hotline and ask one yes or no question. The DM secretly rolls on the Hotline Response Table, and The Board responds accordingly. The Board is not omniscient, but has access to an incredibly large wealth of knowledge. The DM decides the extent of this knowledge.

Additionally, at any point, the Hotline may ring for The Board to deliver a message to you. Other extradimensional entities may also contact you through the Hotline, such as gods, archdevils, powerful fey, or ghosts, should they have a reason to do so. 

If any other creature attempts to use the Hotline, they immediately take 12d12 force damage. There is no way to reduce or prevent this damage. 

Hotline Response Table
d20
1-3 - The Board’s words are unclear or unrelated to the question, and you cannot discern an answer.
4-6 - The Board’s answer is “unsure,” regardless of if they know the answer or not.
7-18 - The Board’s answer is cryptic, but respond with an answer that means “yes,” “no,” or “unsure.”
19-20 - The Board answers clearly with an answer that means “yes,” “no,” or “unsure,” and they may elaborate on their answer.

Expanded Spell List

The Board 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.

The Board Expanded Spells
Spell Level Spells

1st

Bane, Bless

2nd

Blur, Warding Bond

3rd

Blink, Slow

4th

Confusion, Stoneskin

5th

Arcane Hand, Conjure Elemental

 

Floppy Disk

You are awarded Floppy Disk/Nuke. Item/Weapon has been Bound/Validated to you. 

Gain the Mage Hand cantrip, if you do not have it already. When cast this way, the hand is invisible.

Your unarmed attacks now deal 1d4 + Charisma modifier force damage, and have a reach of 10ft.

Once per long rest, you can cast Telekinesis without using a spell slot.

At 13th level, Telekinesis does not count as a concentration spell for you. Additionally, once cast using this ability, you may cast it again using a spell slot.

At 16th level, you may cast Telekinesis at will without any verbal or somatic components.

Merry-Go-Round Horse

Have Fun/Victory with your new Toy/Game.

You may use your bonus action to Dash, channelling the power of the Merry-Go-Round Horse to instantly propel yourself along. While dashing this way, you may move in any direction not obstructed by a solid surface, including up. If you end your turn in the air, you will fall as normal, unless you are being held aloft by other means.

Home Safe

Shield is important for Protection/Safety/Not Dying. Use it Wisely/Frequently. 

As an action, you may pull debris from your surroundings to form a shield in front of you. The shield is circular and 10ft in diameter.

This shield has hit points equal to 20 + your Warlock level, an AC equal to yours +2, and resistance to all damage types except force, thunder, and bludgeoning damage from magical weapons. Any attacks directed towards you or any creature within 5ft of you must target the shield instead while the shield is positioned between yourself and the attacker. This shield does not protect you from attacks that require you to make saving throws to avoid damage. 

While you maintain the shield, you cannot take bonus actions or reactions, and your movement speed is halved. You may use your action on subsequent turns to maintain the shield and turn to face a new direction, bringing the shield with you. Alternatively, you may dismiss the shield as a free action. 

When the shield is reduced to 0 hit points, or after a minute has past, you can no longer maintain it and it disintegrates.

You may use this ability three times per long rest. 

Benicoff TV

Use the TV/Idiot's Lantern to Fly/Superhero around your enemies. 

As a bonus action, you may gain a 20ft flying (hovering) speed until the end of your next turn. At the end of your next turn, you will slowly descend to the ground.

Additionally, you may cast Feather Fall on yourself at will without needing material components or expending a spell slot.

X-Ray Light Box

Convince/Force the enemy to become your Friend/Comrade/Cannon Fodder. 

When a creature within 30ft of you is below 10% of their hit point maximum, you may spend one round Seizing them. To do this, you must spend your action to force your target to make a Wisdom saving throw against your Warlock save DC.

If the target fails the save, you and your target are incapacitated, your movement speed is reduced to 0, and you automatically fail Strength and Dexterity saving throws. If you take damage during this time, you must make a concentration check to maintain concentration on this ability, as if you were concentrating on a spell. 

At the start of your next turn, your target gains temporary hit points equal to your Warlock level, and becomes friendly to you and your allies and hostile to your enemies.

After 1 minute, this target dies from physical trauma of being controlled in this manner. There is no way to prevent this.

You can only have one creature under the effect of Seize at a time. You cannot target a creature with a challenge rating higher than your Warlock level. 

You may use this ability 1 + Charisma modifier times per long rest. Mark off a use of this ability whenever you initiate a Seize, regardless of whether you successfully Seize your target.

The Board Image

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