The Inevitable (1.0.1)

Your patron is an inevitable, one of the mechanical beings constructed to uphold order throughout the multiverse. Dedicated to maintaining contracts signed in their presence and upholding certain cosmic laws, inevitables sometimes deputize mortals to help them accomplish their goals. While they prefer to grant their powers to creatures of Lawful alignments (particularly Lawful Neutrally aligned creatures), they may choose to form pacts with creatures of other alignments if it suits their ends.

Expanded Spell List

The Inevitable lets you choose from an expanended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Inevitable Expanded Spells

Spell Level Spells 1st command, detect magic 2nd detect thoughts, see invisibility 3rd protection from energy, slow 4th fabricate, locate creature 5th geas, wall of force

Judgement

Staring at 1st level, you can utter a power-laced edict of judgement at a creature. As an action, you can cause one creature within 45 feet of you to make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature takes psychic damage equal to your Charisma modifier + half your warlock level (minimum of 1) and is stunned until the end of your next turn.

You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all uses once you finish a long rest

Law of Averages

Starting at 6th level, you can call on the power of Mechanus to warp reality towards to most likely possible result. When you or a creature you can see within 30 feet makes an ability check, attack rolls, or saving throw, you can use this feature to treat the result of the roll of the d20 as a 10. You can do with after the die is rolled, but before the outcome is determined.

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

Axiomatic Mind

Starting at 10th level, the order imposed on you by Mechanus makes your mind a fortress. You gain immunity to being charmed or frightened. You also gain advantage on wisdom saving throws against spells.

Planar Prison

Starting at 14th level, you gain access to a demiplanar prison fortified with magic. As an action, you can make creature within 45 feet whose size is Huge or smaller make a Charisma saving throw against your warlock spell save DC. A creature who is willing or incapacitated automatically fails this save. On a failed save, the creature is teleported to a demiplane that appears to be a empty room 30 feet in each dimension made of featureless, grey stone. The room is warded against extraplanar travel and teleportation other than through the use of this ability.

As an action, you can summon a creature from within your demiplane, causing it to appear at a point of you can see within 45 feet of you. Otherwise, the creature appears at a random point within 45 feet after 3 days within the demiplane.

Once the captured creature has been released, you can't use this ability gain until you've finished a long rest.