Base Class: Warlock
You have made a pact with a powerful being from the plane of Mechanus. A plane of utmost order, Mechanus is a realm inhabited by modrons and overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. Your patron may be a modron hierarch such as a Quinton or a Tertian, a powerful inevitable such as a Quarut or a Varakhut, or even Primus himself. Whoever your patron is, their pact with you is always made with the intent to enforce and advance law and order in the universe.
Expanded Spell List
The Keeper of Order 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.
Keeper Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Law of Averages
Starting at 1st level, you are able to channel the forces of order to stabilize uncertainty around you. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to change their d20 roll into a 10. You can choose to change the creature's roll in this way after they roll the die, but before the outcome is determined. For the next minute, any roll you make with a d20 is treated as a 10.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rigid Mind
Starting at 6th level, your dedication to creating order in the world becomes unshakable. You gain advantage on saving throws against being charmed, frightened, or driven mad, and you gain a bonus to your Intelligence, Wisdom, and Charisma saving throws equal to your Charisma modifier.
Constructed Essence
Starting at 10th level, you inherit several aspects of your patron's nature as a construct. You can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also gain immunity to poison and disease.
Unwavering Mandate
Starting at 14th level, you can issue a single magical command filled with the conviction and authority of your patron. As an action, choose up to five creatures that can hear you and that you can see within 30 feet of you. Those creatures must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creatures are charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell), and they must follow your command to the best of their ability.
While charmed by you in this way, an affected creature can only see and hear other creatures that you designate. As a bonus action on subsequent turns, you can issue another single command to any number of affected creatures. If a creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time an affected creature takes any damage, it can make a new Wisdom saving throw, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a long rest.
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