Warlock Patron: Modron Hierarch

On the plane of Mechanus, also known as Nirvana, the Modrons patrol to ensure the preservation of order. Their strange mechanical forms is a curious sight to those unsuited to constructs and artifice. Mortal servants of the Modrons are few and slowly begin to take on their appearance, seemingly being more construct than living; though this thought is untrue. Their outer appearance takes on a brassy sheen and their magics more restricted due to the laws of Mechanus.

Modron Hierarch Features
Level Feature
1st Expanded Spell List, Powered by the Hierarchy, Metal Form
6th Clockwork Commands
10th Internal Energy Supply
14th Elevation Protocol
Expanded Spell List

The Modron Hierarch 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.

Spell Level Spells
1st Shield, Zephyr Strike
2nd Aid, Maximillion's Earthen Grasp
3rd Call Lightning, Haste
4th Mordenkainen's Faithful Hound, Stone Shape
5th Animate Objects, Telekinesis

Powered by the Hierarchy

At 1st level, your patron gives you energy flowing directly from the plane of the Modrons. Mechanus is a place of truth and law, illusions have no place there and Warlocks given the power of this plane cannot learn any Illusion spells nor take any Invocations that would allow you to cast Illusion spells.. Instead they can bolster the magics of their cantrips. As a bonus action, you can cause the next cantrip that you cast to deal additional damage equal to half of your proficiency bonus (Rounded Up) for each die. Damage dice added from other effects or from weapon attacks made as part of the spell cast are unaffected.

Metal Form

At 1st level, you gain proficiency with medium and heavy armor. In addition, while you are wearing medium or heavy armor and you are hit by a weapon attack you can spend a reaction to reduce the damage by 1d10 + your Charisma Modifier. This ability can be used twice and you regain uses when you take a short or long rest.

Clockwork Commands

At 6th level, as an action you can send out a command to a number of creatures equal to your charisma modifier within 30 feet of you to perform a select tactic.

◇ Attack Command: Commanded creatures make one extra attack when using their attack action on their next turn. The attack cannot trigger On Hit abilities (E.G. Sneak Attack) nor benefit from feats.

◇ Relocation Command: Commanded creatures can Disengage as a bonus action on their next turn.

◇ Repair Command: Commanded creatures can spend their reaction to spend 1 hit die, healing as normal.

Once a command has been given no more commands can be given until you take a short or long rest.

Internal Energy Supply

At 10th level, your life force can be used to power your magics to a limited degree. You can cast a spell of 1st or 2nd level without using a pact magic slot, instead losing a number of hit dice equal to the spells level. This can be done once and you regain the use of this ability when you take a short or long rest.

Elevation Protocol

At 14th level, magical enhancements of your armor can be used to gain the floating qualities of the Hierarchy you serve. While wearing medium or heavy armor that is neither Mithral nor Adamantine you gain advantage on any check or save to prevent becoming prone and the armor's weight is reduced by half.

In addition, if the armor has an enhancement bonus you can spend a minute to trade the AC boost for a fly speed equal to 10 times the Enhancement bonus and can hover. (E.G. +3 plate can swap the bonus for 30 ft. fly speed).


Changelog:

3/29/2020 - Added a passive effect to Elevation Protocol. Powered by the Hierarchy now includes invocations that give illusion spells (mask of many faces and shroud of shadows)