The Machine

Your patron is an incomprehensible machine that wields both intelligence and incredible power over reality. This device may have been created through mortal design, only to far exceed its intended capabilities; or it may have been the instrument of a higher power, preserving order since the birth of the multiverse. The motives of these constructs are often inscrutable, either through deliberate manipulation or a bizarre protocol of communication; nonetheless, their ultimate goals range from carrying out the original directives of their creators to achieving the insane fantasies of a rogue artificial intelligence.

Expanded Spell List The 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. Machine Expanded Spells Spell Level Spells 1st grease, shield 2nd heat metal, knock 3rd lightning bolt, sending 4th fabricate, stoneskin 5th passwall, telekinesis

Machina Arcana Beginning at 1st level, you know the mending and shocking grasp cantrips, which do not count against your known cantrips and are considered warlock spells for you.

Warped Reality Also at 1st level, you can choose to bend and contract space when you make a ranged or melee attack roll to extend its range or reach by 60 feet and grant advantage to the roll. You can also use this feature when you interact with an object, perform the Use Object action, or cast a touch spell on a willing creature to increase your reach by 60 feet. If you use this feature to pick up a distant object, it can't weigh more than 10 pounds. Once you use this feature, you can't use it again until you finish a short or long rest.

Forged Body Starting at 6th level, you become your master's canvas, declaring the perfection of artifice over flesh. Whenever you take damage, you can use your reaction to halve the damage dealt to you. You gain two uses of this feature, which are regained after finishing a short or long rest.

Steel Resolve Starting at 10th level, your patron's logic-driven rigour teaches you to compartmentalise your thoughts and emotions. You are immune to the frightened condition, and you don't lose concentration on your spells when you are incapacitated unless you are petrified or rendered unconscious. In addition, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you can choose to automatically succeed after seeing your initial roll but before any of the roll’s effects occur. Once you maintain concentration this way, you can't do so again until you finish a short or long rest.