Warlock
Base Class: Warlock

Great Machine expended spell list
The Great Machine 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.

 

Pact of the Blade: The blade of the Great Machine is a
thing of clockwork and gears, changing shape as it unfolds
for combat.

Pact of the Tome: The Great Machine grants no
simple book, but instead a pocket-size device filled with
cogs covered in arcane script. The warlock knows how to
manipulate the small buttons and levers on the device to
cast each of the cantrips. If spells are added to it via the
Book of Ancient Secrets invocation, the Warlock can add
new gears instead of pages by the process described.

Eldritch Invocations
The following invocations are available to Great Machine
warlocks.

Cloud of Cogs
Prerequisite: 3rd level, Great Machine patron
You can cast gear barrage once using a warlock spell slot.
You must finish a long rest before doing so again.

Heat of Furnace
Prerequisite: 3rd level, Great Machine patron
You summon up the fires from within. As long as you
maintain concentration, your melee attacks do an
additional 1d6 fire damage. Attackers within 5 feet of you
who hit you in melee take 1d6 fire damage. This heat does
not affect any of your gear.

Voice of Machine

Prerequisite: Great Machine patron
Spells you cast that charm or frighten creatures overcome
the immunity of constructs to being charmed or
frightened. Saving throws apply normally.

Warlocks Clockworks Spells.

Cantrips
fist of iron

1st Level
armored heart
armored shell
find the flaw
gear shield
machine’s load

2nd Level
heartstop
lock armor
spin

3rd Level
gear barrage
thousand darts

4th Level
gremlins
grinding gears
steam blast

6th Level
catapult
robe of shards

8th Level
steam whistle

Spell Level Spells
1st pendulum*, tireless*
2nd lock armor*, winding key*
3rd protection from energy, thousand darts*
4th fabricate*, steam blast*
5th animate objects, mechanical union*

Clock's Unwinding
At 1st level, your patron grants you a tiny fraction of its
ability to measure and control time. At the beginning of
another creature's turn (friend or enemy), before that
creature moves or takes any action, you can shift your
position in the initiative order to immediately before that
creature. If you haven't yet taken your turn this round, you
do so immediately. If you have already acted this round,
you can either move or take one action immediately, but
not both. In either case, your spot in the initiative order
shifts to this new position. You must complete a short or
long rest before using this feature again.

Machinelike Precision 
At 6th level, you can call on your patron to grant you
uncanny precision. When you miss with an attack
in combat, you can choose to reroll the attack with
advantage. Once you use this feature, you must complete a
short or long rest before using it again.

Mind of Gears
At 10th level, your thoughts become mechanical and
ordered like that of your patron, even if your actions do
not. You are immune to psychic damage and your thoughts
cannot be read unless you choose to allow it.

Crushing Gears
The mortal mind is not meant to understand the vast
complexity of machine intelligences. Starting at 14th
level, you can, as an action, designate a creature you can
see within 60 feet of you. It must make a Charisma saving
throw against your warlock spell save DC. If it fails, it
experiences a taste of your patron’s mind and its place in
the great plan of the multiverse. The creature takes 10d10
psychic damage and must make another Charisma saving
throw; if the second saving throw fails, the creature is also
stunned for 1 minute as it reels from the experience. After
using this feature, you must complete a short or long rest

Clock's Unwinding

At 1st level, your patron grants you a tiny fraction of its
ability to measure and control time. At the beginning of
another creature's turn (friend or enemy), before that
creature moves or takes any action, you can shift your
position in the initiative order to immediately before that
creature. If you haven't yet taken your turn this round, you
do so immediately. If you have already acted this round,
you can either move or take one action immediately, but
not both. In either case, your spot in the initiative order
shifts to this new position. You must complete a short or
long rest before using this feature again.

Machinelike Precision

At 6th level, you can call on your patron to grant you
uncanny precision. When you miss with an attack
in combat, you can choose to reroll the attack with
advantage. Once you use this feature, you must complete a
short or long rest before using it again.

Mind of Gears

At 10th level, your thoughts become mechanical and
ordered like that of your patron, even if your actions do
not. You are immune to psychic damage and your thoughts
cannot be read unless you choose to allow it.

Crushing Gears

The mortal mind is not meant to understand the vast
complexity of machine intelligences. Starting at 14th
level, you can, as an action, designate a creature you can
see within 60 feet of you. It must make a Charisma saving
throw against your warlock spell save DC. If it fails, it
experiences a taste of your patron’s mind and its place in
the great plan of the multiverse. The creature takes 10d10
psychic damage and must make another Charisma saving
throw; if the second saving throw fails, the creature is also
stunned for 1 minute as it reels from the experience. After
using this feature, you must complete a short or long rest
before using it again.

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