Otherworldy Patron:

The Machine

The source of your magical power is not a patron per se, but a piece of magical machinery attuned to your life force and linked to your body. It grants you enchance physical abilities, and as you better learn to harness its power, it can even form weapons or a suit of armor.

Expanded Spell List

The machine grants you increased knowledge into certain fields of magic. The following spells are added to the warlock spell list for you.

The Machine Expanded Spells

Spell Level Spells 1st Magic Missile, Shield 2nd Alter Self, See Invisibility 3rd Blink, Haste 4th Arcane Eye, Resilient Sphere 5th Bigby's Hand, Wall of Force

Biological Enhancement

Starting at 1st level, the machine enhances your physical abilities in combat. You gain proficiency with martial weapons and medium armor.

Technological Knowledge

Starting at 1st level, your knowledge of the machine grants you insights into certain fields. You have advantage on checks made to recall information about constructs.

In addition, the machine can communicate with you in a language that only you, the machine, and the machine's creator (if applicable) can understand.

Mechanical Armor

Starting at 6th level, your knowledge of the machine has granted you the ability to manifest magical armor around your body. As a bonus action, you can summon a suit of half plate armor to you. The armor lasts for a minute and has the following effects:

The armor cannot be removed until you use a bonus action to dismiss it.

Weapons are integrated into your armor and you cannot be disarmed of them unwillingly.

You may add half your proficiency bonus, rounded down, to your Armor Class while you have your armor active.

If the armor is targeted by a dispel magic spell cast at a level equal to or higher than half your Warlock level, rounded down, you must make a Wisdom saving throw against the caster's spell save DC. On a failed save, the armor disappears and you take 2d6 force damage. If this happens, you cannot resummon the armor for two rounds.

You may summon the armor a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses on a short rest.

Environmental Hardening

Starting at 10th level, your armor is enhanced to protect you against hostile environments. It grants you the ability to breathe water as well as air while active, and you are unaffected by dangerous environmental conditions, such as the heat of a desert or the pressure of extreme depths.

In addition, the armor can now last for up to ten minutes.

Winged Armor

Starting at 14th level, the armor you can summon is enhanced with wings. While you have it active, you have a flying speed equal to your current walking speed. The wings have a mechanical appearance, and look similar to your armor.

In addition, the armor now lasts until your dismiss it as a bonus action.