Warlock Patron - Ghost in the Machine

by Paranoid

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Warlock Patron

Ghost in the Machine

Your patron is a mysterious entity whose nature is connected to the energy of progress. It might be a single artificial entity, some powerful creature only able communication only through the technological Otherworld, or even some strange emergent consciousness within the growing network of technology. By the formation of a warlock pact, you allow the entity to further extend its influence into the physical world, although its true goals may not be known to you.

Expanded Spell List

The Ghost in 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.

Level Spells
1st thunderwave, remote access*
2nd mind whip, detect thoughts
3rd haywire*, invisibility to tech*
4th fabricate, arcane eye
5th animate objects, synchronicity*

* technology spell found in UA:MM or the reference site

Knowledge Download

Starting at 1st level, your connection with the Ghost in the Machine grants you proficiency with the technology skill and one other skill, tool, or vehicle of your choice.

In addition, during a long rest you may freely change the second proficiency given by this feature to another tool, skill, or vehicle proficiency.

Information Surge

At 1st level, you gain the ability to temporarily render technological devices inoperable. As an action, you can target a technological device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

By Paranoid, Version 1: 01/17/23

Art By: Mohamed Karam

Wire Walk

Starting at 6th level, you gain the ability to travel short distances over wires, data lines, or arcane cables. As a bonus action, you can touch a device or socket connected to a wire and teleport along this network to another device or socket within your line of sight.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Personal Encryption

Beginning at 10th level, your patron shields your thoughts, memories, and presence, so you may better infiltrate the physical world. You are immune to scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. In addition, you have advantage on saving throws to end ongoing effects that are mind-affecting.

Technovirus

At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.

Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.

Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.

 

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