Otherworldly Patron: The Mechanus Enforcer

An high ranking Modron was commanded by Primus himself to find a worthy enforcer of the balance of Mechanus on the material plane. You have struck a deal with such entity, and it will expect only perfection from your services, be them of conquest or preservation of order.

Expanded Spell List

Being a Mechanus Enforcer 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.

The Mechanus Enforcer Expanded Spells

Spell Level Spells 1st Magic Missile, Shield 2nd Nystul’s Magic Aura, Zone of Truth 3rd Haste, Slow 4th Death Ward, Evard’s Black Tentacles 5th Wall of Force, Teleportation Circle

Mechanical Precision

At 1st level, you gain the ability to influence creatures by making their actions choppy, almost like if made by ticking gears. When you or another creature within 60 feet of you that you can see makes an attack roll or an ability check you can replace the number rolled with 10. You can do this before or after the roll, but before the outcome of the roll is revealed. You can replace a roll this way only once per turn. You can use this feature a number of times equal to half your proficiency bonus (rounded up) + 1 per long rest.

Starting at 6th level you can expend two uses of this feature to replace the number rolled with either 5 or 15 (your choice).

Oblige Law

Beginning at 6th level, your presence alone instigates other creatures around you to follow orders. You gain proficiency in the Intimidation and Persuasion skills. Your proficiency bonus is doubled for any ability check you make that uses either of these skills. Additionally you have advantage on all Intelligence skill checks about knowing, recalling or finding laws and rules.

Rythmic Mind

At 10th level, you allign with the frequency of the gears of Mechanus, gaining knowledge about their inner workings. You can cast any Warlock spell you know as a ritual and you don't break concentration on other spells when you perform a ritual this way. The spells you cast with this feature are always cast at their lowest level. You can use this feature an ammount of times equal to your Charisma modifier (minimum of 1) per long rest.

Art: "The Clockmaker" by beetleguts on DeviantArt

Absolute Order

Starting at 14th level, you can tap into the power that emanates from Regulus to manipulate time briefly.

As an action you can enter this state. Until the end of your turn:

• You can take up to three additional actions

• Your movement speed is tripled

• Creatures other than you cannot take reactions

• The armor class of all creatures other than you is considered lowered by 3

• All creatures other than you that have to make Dexterity saving throws do so with a -3 penalty

At the end of your turn you gain a level of exhaustion and you can't move or take actions until the end of your next turn from the immense consumption of energy.

You must finish a long rest before you can use this feature again.





Homebrew by TheZBandit