Warlock
Base Class: Warlock

Warforged only

This subclass is designed for warforged only. Your DM may choose to lift this restriction to better suit your campaign.

 

A primordial being without a physical body, warden of ancient wisdom and seeker of every knowledge. From the moment they are born, all constructs are unknowingly connected to the Neural Network, working as its eyes and ears on the world. Compared to other patrons or deities, this being actively follows each and every creature connected to it in every step of their existence, seldom providing guidance.  Whenever a warforged receive help from the Neural Network, there is a tiny chance he may gain awarness of it and make it his otherworldly patron.

The Neural Network reckons wisdom above everything else, as the moment it becomes your patron, your spell casting ability become wisdom.

Immense Wisdom

Starting at 1st level, your patron shares some of its knowledge with you making you extremely wise. You gain advantage on all wisdom saving throws as well as proficiency in History and Arcana, if you already have proficiency, you gain expertise.

Expanded spell list

The Neural Network 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.

Spell Level Spells
1st Detect Magic, Identify
2nd Locate Object, Locate Animals or Plants
3rd Clairvoyance
4th Locate Creature, Arcane Eye
5th Telepathic Bond, Legend Lore

Shared Awarness

At 1st level, you don't give advantage to unseen attackers as long as another construct or warforged within 60 feet from you can see the attack.

Overclocking

Starting at 6th level, you learn how to deepen your connection to the Neural Network. Once every long rest you may choose to go into an overclocked state for the duration of 20 minutes. While overclocked you gain additional temporary spell slots equal to your wisdom modifier + 1. Additionally you may choose to expend a spell slot to succeed in a wisdom saving throw of your choice. You may do so after you see the result of the roll but before the DM determine if the saving throw succeeds or fails. The duration of the overclocked state increases to 40 minutes at level 10 and 1 hour at level 14.

Hacking

Starting at 10th level, you learn how to hack other constructs or warforged. To do so you need to know the construct unique identifier. Every construct knows it from the moment they are born but they are very unlikely to tell it to anyone. Once you know their identifier, as an action, you can try to control that construct wherever they are within your same plane of existence. The target of this ability has to make a wisdom saving throw against your spell save DC. If they fail the saving throw you gain control over them and they act as if under the influence of Dominate Person / Dominate Monster for up to 8 hours. Alternatively, you may choose to gain complete control over the target body. If you do so your statistics are the same as if you had used the spell Shapechange, you can control your main body as you'd do with the spell Dominate Person. In this state you know when your main body takes damage but are otherwise unaware of what it's doing unless you actively concentrate to do so. If your main body drops to 0 hp or is incapacitated this effect ends immediately. You cannot use this ability again until you finish a short or long rest.

Additionally, you learn the spell Detect Thoughts but you can only cast it on constructs

Multithreading

Starting at 14th level, you gain the ability to allocate standalone fragments of your mind to a specific task. From this moment onwards you cannot lose concentration unless you are rendered unconscious and you have no limit on how many concentration spells you can use at once.

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