Warlock: Pact of the Great Machine in Midgard | World Anvil

Warlock: Pact of the Great Machine

The world seems chaotic, but not all worlds are. There are infinite planes of precisely moving parts, gears whose movement is counted in the lifetime of suns in the material world. There are beings of pure rational law. Your patron is such a being of cold precision, to a degree beyond mortal measure. Logical and deliberate but utterly incomprehensible, it might be a denizen of the plane of Rusty Gears or it might have arisen out of the clockwork magic of the material plane. Where you fit in this great device is unclear to any but the being itself, and perhaps its rivals. Its knowledge is vast and inversely proportional to its tolerance for variation from its plans. It may call on you to enforce the order of your land, to hunt down oath breakers, to purge those who sin, or to make adjustments of the cosmic order in ways unfathomable to mortals.

GREAT MACHINE EXPANDED 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.  
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 before using it again.

THE GREAT MACHINE AND YOUR PACT BOON

Pact of the Chain. The Great Machine grants a clockwork familiar instead of a familiar of the normal kind. See the Clockwork School for more information.
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 THE 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 THE 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.

WARLOCK'S CLOCKWORK SPELL LIST

 
Spell Level Spells
Cantrip Fist of Iron
1st Armored Heart, Armored Shell, Find the Flaw, Gear Shield, Machines's Load
2nd  Heartstop, Lock Armor, Spin
3rd Gear Barrage, Thousand Darts
4th Gremlins, Grinding Gears, Steam Blast
6th Catapult, Rope of Shards
8th Steam Whistle

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