Warlock
Base Class: Warlock

There are few things stranger in the universe than that of the crew of the Aurora, a band of immortal time-travelling pirates lead by their Captain and creator, the vampire Doc Camilla. Well, she is the former leader of this nefarious band, as an "accident" with an airlock (that may or may not have been directly caused by First Mate Jonny D'Ville) saw the good doctor ejected from her crew. But even though the crew travels on without her, telling their tales across time, Doc Camilla lives also, walking her own path and recreating her inventions. Although this time she isn't hanging around to see their fruition.

Whether being saved from certain death, or just being offered an opportunity that sounded fun, those who agree to Doc Camilla's deals come out different. Rumours have spread that she plays with their bodies, replacing what was lost or no longer needed with devices of strange magic and machinery. That those who she changes come out strange. Or perhaps she only changes those who were strange to begin with.

By taking the Pact of the Mechanisms, you have come across the strange Doc Camilla and accepted her deal. Strange powers and the eventual promise of a pseudo-immortality in exchange for spreading stories across the land. Or just causing a bit of fun and destructive chaos, whatever comes easiest. After replacing a limb or body part with a strange replica of what it used to be, she has disappeared into the wind and time, probably never to be seen again.

When creating a Pact of the Mechanisms Warlock, consider how you met Doc Camilla. Did she save your life, replacing damaged organs with her strange devices? Or did perhaps you wander into each other, a chance encounter and the whispers of being something greater? What did she replace, and how does that effect you? Is it something visible or can it be hidden beneath layers of clothes?

Expanded Spell List

The Pact of the Mechanisms 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.

Mechanism Expanded Spells
Spell Level Spells
1st fog cloud, hideous laughter
2nd blindness/deafness, magic mouth
3rd spirit guardians, sending
4th phantasmal killer, confusion
5th legend lore, animate objects

Gift of the Storyteller

Whether or not you realised it before, by taking the gift that Doc Camilla offers, you have taken on the role of a story teller. You gain proficiency in Performance and a Musical Instrument of your choice. When choosing your starting equipment, you may start with and Instrument you are proficient in, which you may use as a spellcasting focus.

A Body Part of Magic and Machinery

When you select this pact, at 1st level Doc Camilla's interference has replaced a single body part with a replica. As a reaction, whenever you take Lightning or Psychic damage, you may reduce the damage by 1d10 + Con Modifier as the damage is absorbed by the mechanical body part. The next time you make a spell attack, you may increase the damage dealt by the amount that this effect reduced. You may use this feature a number of times equal to your Cha Modifier (minimum of 1).

You regain all uses of this ability at the end of a long rest.

A Life of Music and Tales

Starting at 6th level, your gifts from the good doctor allows you to serve as a conduit for the psychic energy you. You have resistance to psychic damage, and when you cast a spell that deals psychic damage, you can add your warlock level to the damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Storyteller of Chaos

Starting at 10th level, if you spend one minute performing to a crowd, anyone who hears your music within a radius of 60ft must make a Wisdom Saving Throw. On a failed save, you may chose the effect that occurs, although the effect must be the same for all effected targets. On a successful save, nothing happens, and the target is unaware that this was attempted. Creatures immune to charmed are immune to this effect.

Once you use this feature, you can’t use it again until you finish a short or long rest.

The effects are:

Backing Band:

While concentrating for up to an hour, you may have those effected follow you. Those that follow you will pick up sticks, instruments, or just clap, stomp and hum along in time to your music, forming a backing band. While this effect is active, you have advantage on all Intimidation and Performance checks. In addition, those not effected within 90ft have disadvantage to perceive anything that isn't you and your backing band.

You may end the effect early as a Bonus Action.

Melody of Chaos:

At the end of the song, anyone effected by the song falls into a destructive rage. For a number of minutes equal to your Charisma Modifier (minimum of 1), anyone effected by this only goal is to cause as much destruction as possible. They will not intentionally harm any creature during their rampage.

Song of Violence:

At the end of the song, anyone effected by the song falls into a violent rage. For a number of rounds equal to your Charisma Modifier (minimum of 1), anyone effected by this will view all surrounding creatures as enemies and will attack them using melee weapon attacks without hesitation. Once a creature is reduced to 0 hit points by an effected creature, they will not continue to attack them, instead moving onto a new target. While physical destruction may occur during the fight, this will be incidental damage only.

Call of the Stowaways:

While concentrating for a number of hours equal to Charisma Modifier (minimum of 1), anyone effected by the song is charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you. They will do the best to accommodate your requests, as well as lie to protect you, or hide you from those who mean you harm. However, they will not put themselves in mortal danger for you.

You may end this effect early as a Bonus Action. Once this effect ends, those effected are unaware that anything happened, as the memory of those hours fade.

Immortal Gifts

Starting at 14th level, the immortal gifts of Doc Camilla begin to manifest themselves. Whenever you are reduced to 0 hit points, your hit point total instead becomes equal to half your maximum hit point total. This does not visibly heal any of the damage that was obtained. In addition, due to the sight of this impossible feat of life, the creature which reduced you to 0 hit points must make a wisdom saving throw. On a failed save, they take psychic damage equal to your Warlock level and are frightened of you for 1 minute. They may repeat the save at the end of each of turns. On a successful save, they take half damage and are not frightened.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2020 10:00:06 PM
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