Otherworldy Patron
Stumbling upon ancient ruins, or research of ancient texts and scripts, you stumbled upon a seemingly well-maintained crypt, housing an uncannily unblemished statue of gold grandeur. Equally uncanny, it granted you an enticing offer: an eternal life of power. Either by accident, or by choice, you granted access to your body and soul to C'ta-rizh the Accumulator, a devilish entity older than script and man, more knowledgeable than many a deity. It bides its time - waiting, collecting, preserving - to achieve its goals, now with you in its ranks, whether you want to or not.
The following spells are added to the warlock spell list for you:
| Spell level | Spells |
|---|---|
| 1st | compelled duel, sanctuary |
| 2nd | blur, spike growth |
| 3rd | armaments of annihilation, @pulse wave |
| 4th | @compulsion, @summon construct |
| 5th | @antilife shell, @destructive wave |
Through this pact with the Preserver, you have become partially mechanical. Your body gains the following properties:
Your soul is not fully present, and your body has been put in a form of industrial stasis. You cannot age - naturally, nor magically - and cannot die of old age.
Your heart has been replaced by a magical energy core. This core may act as the arcane focus for your Warlock spells. Losing access to magic - be it through an antimagic field, the wish spell, divine intervention, or other means - will dispel your heart for the duration, and cause you to fall unconscious. Instantaneous spells and effects will stop your heart momentarily, causing you to fall prone. A spell needs to be of a level equal to half your Warlock level, rounded up, to successfully dispel your heart. If you are unconscious in this way for more than 1d4 + 1 days in succession, you will die.
You gain resistance against psychic damage.
Additionally, choose one of the following enhancements:
Chest. You gain +1 to CON saving throws, and +1 AC.
Legs. You gain +1 to DEX saving throws, and +10ft. movement speed.
Eyes. You gain +1 to WIS saving throws, and 30ft. of darkvision. If you already have darkvision, the range of your darkvision increases by 30ft. instead.
When you kill a creature, you may use your reaction to constrict their soul into steel, enlisting them into your master's legions as your servant. The creature is resurrected into an automaton. Automatons have their own initiative. An automaton takes 10gp per week to maintain, or it'll break down. A destroyed automaton will turn to dust. You may have one automaton at a time. If you attempt to make more automatons than you are able to, the oldest automaton will turn to dust.
Medium construct, unaligned
The catalytic automaton is summoned as part of the Catalyst Warlock Patron.
Hitpoints
2 + your CHA + 5 * your warlock level. The autotomaton has a number of hit dice (1d8) equal to your warlock level.
Armor Class
15 (natural armor)
Speed
30ft.
Senses
60ft. darkvision
Passive Perception 10
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Damage Vulnerabilities
None
Damage Resistances
psychic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Skill Proficiencies
+2 + proficiency to Athletics (STR)
Saving Throw Proficiencies
+2 + proficiency to STR saves
+2 + proficiency to CON saves
Proficiency Bonus
Equal to yours.
Challenge Rating
N/A (0 XP)
Traits
Languages
The defender understands the languages you speak, but cannot speak.
Servant of the Preserver
The automaton's weapon attacks count as magical.
Actions
Multiattack
The automaton makes an amount of bash attacks equal to its proficiency.
Multiattack
Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + proficiency bludgeoning damage.
Piercing Scream
1/day
The automaton lets out a piercing shockwave, affecting every creature in a cone with a length of 10ft. + 5ft. * proficiency. Creatures in the area must succeed on a CHA saving throw, or take 1d4 + proficiency psychic damage, and gain vulnerability to force damage until the start of the automaton's next turn.
As an action, you may allow your patron to partially possess your neural networks. You transform: your nerves branch into steel, your hair (if you have it) drapes into fine copper wires, your bones become adamantine rods, and your skin turns into a bronzed alloy sheet. Your body hardens, and you become an immovable statue. You may use this trait once per long rest. For 1 minute, you gain the following effects:
Your speed becomes 0ft., you cannot benefit from any bonus to your speed, and you cannot make weapon attacks.
Your form becomes absolute, and you cannot be affected by spells that would change your form or forcibly move/tilt your body (such as the polymorph, enlarge/reduce or gust spells), unless of 5th level or higher. A creature attempting to move your body must succeed on a STR check with a DC equal to 2 times your AC.
Weapon and spell attacks that hit but are within 5 of your AC deal damage as if you have resistance to the damage. You gain advantage to CON saving throws, but disadvantage to DEX saving throws.
You lose all your regular senses, including sight, hearing and smell, instead gaining blindsight with a range equal to the range of your darkvision, or 60ft. (whichever is larger), as well as 20ft. truesight. For the duration, you don't need to breathe, but cannot speak.
You may ignore somatic and verbal components for your Warlock spells.
Once on your turn, you may use your bonus action to empower a creature within 30ft. of you. The next time that creature casts a spell in the next round, the spell's effects increase as if it was cast 1 level higher.
You may cast the magic missile spell once per turn, at 1st level, without expending a spell slot.
You may communicate telepathically with any construct within 30ft. of you. Constructs are generally biased to view you as friendly. You gain advantage on CHA skill checks made against constructs.
You gain the following additional effects while transformed:
You may use this trait 2 times per long rest. Every usage past the first results in a weakened rite, preventing the use of bonus actions and reactions.
You gain the ability to telepathically communicate with a number of non-construct creatures up to your CHA modifier. This has a range of 120ft.
You may call upon your patron to further solidify your outer shell. You may expend 1 spell slot and gain temporary hitpoints equal to 5 times the level of the spell slot.
You cannot be affected by spells that would change your form or forcibly move/tilt your body, unless of 7th level or higher.
You may maintain 2 automatons at a time, instead of 1.
You gain the following additional effects:
You may use this trait 3 times per long rest. Every usage past the first results in a weakened rite, preventing the use of bonus actions and reactions.
At the start of the rite, choose up to 3 spells of 5th level or lower. While the rite lasts, you and the automatons from your enlister, constructor feature gain immunity to the damage and effects of these spells.
You cannot be affected by spells that would change your form or forcibly move/tilt your body, unless of 9th level.
Source: Asmodeus: King of Hell