Warlock Patron: The Ineffable Machine

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Warlock Patron: The Ineffable Machine

When you peel back the veil, sometimes you glimpse a vision of the calculations of the universe. This knowledge of absolute cause and effect are sometimes a blessing, but often a curse.

Great forces command the laws of the multiverse, overseeing the forward march of the universe’s progress. The One, the Prime, and others that wield absolute power over their subjects. These forces need subjects that can be trusted to follow their cause, their purpose, and their plan, completely and without question.

Expanded Spell List

The Ineffable 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.

1stThunderwaveGrease
2ndArcane LockHeat Metal
3rdLightning BoltProtection from Energy
4thGlyph of WardingFabricate
5thAntilife ShellAnimate Objects

Knowledge of the One and the Prime

At 1st level, the Ineffable Machine grants you a font of coded knowledge. You learn how to forge, construct, and maintain complex mechanisms. You gain proficiency in Smith’s Tools and Tinker’s Tools.

In addition, you are granted the insights and experience required to properly wielding the implements you create. You gain proficiency in Shields and Medium Armor.

Clockwork Minion

Also at 1st level, you learn how to construct an automaton companion, and imbue it with a measure of intelligence.

You can spend 10 minutes and use your Tinker’s Tools to create a clockwork minion. Your clockwork minion always obeys your commands. You can communicate telepathically with your minion while it is within 200 ft. of you.

Clockwork Minion Tiny Construct, Unaligned
Armor Class 14 (Natural Armor)
Hit Points 10 (4d4)
Speed 30 ft.
STR 6 (-2) DEX 12 (+1) CON 10 (+0) INT 10 (0) WIS 10 (0) CHA 6 (-2)
Skills Stealth +4
Senses passive Perception 10, Blindsight 10 ft
Languages None
Challenge 1/4
ACTIONS
ShockMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6) lightning damage.

In addition, your clockwork minion has one of the following qualities:

  • Amphibian: Swim speed of 30 ft.
  • Digger: Burrow speed of 20 ft.
  • Thopter: Fly speed of 10 ft.

When you create a clockwork minion, any existing clockwork minions you have immediately break down and are destroyed. Once you use this feature, you can’t use it again until you finish a short or long rest.

Arcane Payload

At 6th level, you learn how to rig your companion with a destructive magical explosive device. When you create your clockwork minion, you can equip it with one of the following payloads:

  • Flashbang: Every creature within 30 ft that can see the clockwork minion must make a Constitution saving throw with a DC of 14. On a failed save, the creature is blinded and deafened for 1 minute and takes 2d6 thunder damage. That creature may repeat it’s save at the end of it’s turn, if it succeeds it is no longer blinded and deafened.
  • Choking Gas: The clockwork minion creates a 20-foot-radius sphere of suffocating gas centered on it’s location. The cloud lasts for 1 minute, spreads around corners, and its area is heavily obscured. Each creature within the cloud at the start of its turn must make a Constitution saving throw against poison with a DC of 14. On a failed save, the creature is stunned until the beginning of it’s next turn. 
  • Fragmentation: Each creature in a 10-foot-radius sphere must make a Dexterity saving throw with a DC of 14. A target takes 6d8 piercing damage on a failed save, or half as much damage on a successful one.

You may detonate your clockwork minion as a bonus action at any time it is within 200 ft. of you. When you do so, it is immediately destroyed.

Lead Skin

At 10th level, your skin hardens and your clockwork minion becomes more resilient. You and your Machine Familiar gain resistance to non-magical piercing, bludgeoning, and slashing damage.

Great Modron March

At 14th level, you gain the ability to call forth a league of modrons, giving them a temporary diversion in their march across the planes.

As an action, you create a line of marching modrons 30 feet long and 5 feet wide originating from your position that trample your enemies.

Each creature in the line must make a Dexterity saving throw against your spellcasting DC. A creature takes 12d8 force damage and is knocked prone on a failed save, or half as much damage on a successful one.

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

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