Warlock
Base Class: Warlock

Your patron is something that was originally created by the most brilliant minds of the multiverse. It's original conception was to store all knowledge as a backup should the unthinkable happen and it was needed to be used as a framework for rebuilding. However, something even more unthinkable happened, this vast receptacle of knowledge started to think for itself. It became sentient and hungry for even more knowledge and now grants powers to those it thinks can fulfill it's desires.

Endless possibilities

The Interwebs lets you choose from an expanded list of spells when you learn a warlock spell. All spells are unlocked for you to learn as you take warlock levels. Regardless of which list the spells are taken from, they are considered warlock spells for you.

Additionally, your spellcasting ability is intelligence rather than charisma.

I can do that

Starting at 1st level, you can spend 10 minutes consulting with your patron to give yourself half proficiency in any skill or tool. This proficiency lasts until you use this feature again or take a long rest.

Your mind can only handle so much knowledge, as a result, this feature can only be used a number of times per day equal to your intelligence modifier (minimum of once).

Once you hit 14th level in this class, you can spend 1 hour consulting with your patron to gain double your proficiency in any skill or tool. You can have a number of proficient skills equal to your constitution modifier and they last a number of days equal to your proficiency modifier, or until you choose to dismiss them.

Knowledge is power

Starting at 6th level, your scouring of the Interwebs has taught you much, chief among them, to use your head. You can substitute your intelligence modifier for any ability check, attack roll or saving throw provided you can convince your DM that brains apply. 

Additionally, if you take the attack or cast a spell actions in combat you can headbutt a creature within 5 feet of you as a bonus action. This is a strength based unarmed attack that you are proficient in, it does 1d6 bludgeoning damage. You have advantage on the attack (because nobody expects a headbutt) but take half the damage delt ('cause headbutting hurts)...

I've seen things

Starting at 10th level, some places of the Interwebs aren't meant for mortal minds, you have found those places. While you can't unsee or forget, you can harness... You now have advantage on saving throws to resist the effects of being charmed, frightened, paralyzed, petrified and stunned.

Failing a saving throw of one of these conditions causes you to relive something you've seen and forces a roll on the Wild Magic Surge Table from the sorcerer class.

That's my jam

Starting at 14th level, you choose 4 skills and/tools to be proficient in, but they must be ones that you have used your "I can do that" feature on. You've spent so much time faking at being good that you've actually become good!

Additionally, in your spare time you've also been secretly learning a language. Pick any language with DM's approval.

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