Warlock: The Machine
Warlocks of the Machine have traded a sliver of their soul for an uncanny link to the world's unseen infrastructure — a Glitch. They speak in static and metaphor, they temper social graces with a curt efficiency. Their power feels cold and precise, like a hand that rearranges patterns and leaves small, glittering fractures in reality.
Class Features
Proficiencies
Starting Equipment
Class Abilities
Martial Abilities
Systemic Hex
A signature Machine curse. As an action, designate a creature you can see within 90 feet. The creature is hexed: you deal an extra 1d6 psychic damage when you hit it with an attack or Machine ability. The hex lasts for 1 minute or until you dismiss it (no concentration). You can move the hex to a new target as a bonus action if the original target is reduced to 0 HP (requires 1 Stack Point).
Signal Spike
You fire a spiky shard of corrupted signal at a creature within 120 feet. Make a ranged spell attack (+Cha). On hit, the target takes 1d8 psychic damage and is marked by the data flow (attacks that target it from you or your companions add +1d4 to damage).
Compile Strike
Infuse a weapon strike with compiled code. When you hit with a melee weapon attack, you can also deal an extra 1d6 force damage. This ability does not expend Stack Points and can be used a number of times per short rest equal to your Charisma modifier (minimum once).
Must be wielding a weapon
Firmware Shield
As a bonus action you may spend 1 Stack Point to surround yourself or an ally within 30 feet with shimmering code that grants +2 to AC and 1d8 temporary HP for 1 round per warlock level (minimum 1 round).
Overclock (Targeted)
Spend 1 Stack Point as a bonus action to overclock an ally or yourself: grant a +2 bonus to attack rolls, ability checks, or saving throws (one of the three, chosen when activating) for 1 minute. The recipient takes a −1 penalty to AC while overclocked.
Patch
You channel restorative code. As an action, spend 1 Stack Point to heal a creature within 60 feet for 1d8 + your warlock level hit points. At 7th level this heals 2d8 + warlock level and at 13th level 3d8 + warlock level.
Data Leak
You burst corrupted data in a 20-foot radius centered on a point you can see within 120 ft. Creatures in the area must make a Constitution saving throw (DC = 8 + Cha mod + proficiency) or take 3d6 psychic damage and be slowed (speed halved) until the end of their next turn. On a success they take half damage and are not slowed. Costs 1 Stack Point.
Daemon Spawn
You can spend 3 Stack Points to conjure a Daemon Familiar for 1 hour (see Companions). The daemon acts on your turn, obeys simple commands, and can take the Help action to grant advantage on one attack against a creature or attempt minor interactions with devices and networks.
Backdoor
Spend 1 Stack Point to teleport up to 30 feet to an unoccupied space you can see (like a short-range blink). If you teleport adjacent to an enemy, you may make one melee attack as part of the same action.
Remote Hack
Spend 2 Stack Points and attempt to seize temporary control of a mechanical or technological construct or device within 60 feet. The target must fail an Intelligence saving throw or be stunned or disabled for 1 round per 2 warlock levels (DM to adjudicate for non-combat tech). Against creatures wearing heavy technological gear, the DC is higher.
Proxy
Spend 2 Stack Points to create a transient holographic duplicate of yourself that occupies an unoccupied space within 30 ft for up to 1 minute. The Proxy can absorb one attack that would hit you (it takes the hit and then vanishes). You may cast a non-concentration spell through the proxy as if you were in its space.
Cache Memory
As an action you can restore 1 spent Stack Point without taking a short rest by spending 10 minutes restoring cached code. You may do this once per short rest for free, and additional times you may spend 1 minute per point.
Binary Shift
Spend 1 Stack Point as an action to swap the positions of two creatures you can see within 60 feet (willing or constrained by failsaves — Intelligence save for unwilling creatures). Each swapped creature must end up in a space it can occupy.
Reboot
Spend 2 Stack Points as an action to remove one condition affecting a creature (charmed, frightened, stunned, paralyzed, or poisoned). This does not remove magical curses or longer-term bindings.
Chain Glitch
Spend 2 Stack Points to hurl an unstable pulse that arcs between up to three creatures within 60 feet. Each hit deals 3d8 lightning damage (Dex save for half). The arcs can jump only to creatures within 15 feet of the previous target.
Null Route
Spend 2 Stack Points to create a 30-foot cone of corrupting protocol. Constructs and creatures using technological gear within the cone must make a Constitution save or be incapacitated for 1 round and suffer 2d8 force damage (half on success). Magical creatures not relying on technology are unaffected except at DM's discretion.
Kernel Panic
Spend 3 Stack Points to force a massive local failure. All creatures in a 30-foot radius must make a Wisdom saving throw. On a failed save they are stunned for 1 round and take 4d10 psychic damage; on a success they take half damage and are not stunned. Once used you cannot use Kernel Panic again until you finish a long rest.
Nulllock (Ultimate Strike)
At 18th level, spend 4 Stack Points to fire a focused protocol that attempts to sever a creature's bond to magic or technology for 1 minute. The target must succeed on a Constitution save or lose access to one class feature, spellcasting, or active magical item for the duration. On a success they are resistant to your effects for 24 hours.
Transformations
Sync Mode
As an action you can synchronize your nervous rhythms with the Glitch. For 1 minute you enter Sync Mode: you gain +2 to attack rolls and saving throws, you add your warlock level to one ability check of your choice, and you may use Compile Strike once per turn without expending its daily uses. Using Sync Mode costs 2 Stack Points and you can use it twice per short rest.
+2 to attack rolls and saving throws, Add warlock level to one ability check, Compile Strike usable once per turn
Enhanced attacks and checks
While in Sync Mode you gain vulnerability to psychic damage equal to 1d6 at the end of the minute (representing feedback).
Machineform
At 18th level you can transform yourself into a partial machine entity for up to 1 minute. You gain +3 AC, resistance to non-magical bludgeoning/slashing/piercing, immunity to poison and disease, a burrow or climb speed (DM choice), and your attacks deal an extra 2d8 force damage. While transformed you cannot speak normally and your social interactions are cryptic. Once you use Machineform, you cannot use it again until after a long rest.
+3 AC, Resistance to non-magical physical damage, Immunity to poison and disease, Extra 2d8 force damage on attacks
Mechanical attacks
Cannot speak normally; major social penalties in some situations
Auras
Signal Field
Emit a persistent field of raw data that buffs allies and punishes reliant machines. See class feature of the same name.
Allies: advantage vs charm/fright and +1d4 to anti-hack checks; Enemies: constructs/tech-tied creatures take 1d6 psychic damage at start of their turns
Action to activate; can maintain for up to 1 minute with Stack Points
Companions
Daemon Familiar
Level 3A small dataspirit that behaves like a find-familiar creature but with special tech interactions. It can scout, interact with simple machinery, and deliver help/aid in combat.
Stealth + proficiency, Perception + proficiency
Darkvision 60 ft, Passive Perception 12
Help with technological interfaces: grants advantage on one check to bypass simple security per short rest, Can deliver the effects of certain small Machine abilities (like Signal Spike) with restrictions, Can take Dodge, Help, or interact actions; obeys the warlock's commands
Scout, Hack (attempt skill check vs device), Assist (Help action in combat)
Level 3: Daemon familiar is gained; HP increases as listed
Level 10: Familiar gains +1 to attack/damage and gains a tiny shielding aura (granting +1 AC to you when adjacent)
Level 14: Familiar may sacrifice itself to provide you with one immediate Stack Point and revives after a long rest
Class Features
Pact of the Glitch (Level 1)
Stack Points (Level 1)
Glitch Invocations (Level 2)
Pact Boon: Firmware Bond (Level 3)
Overdrive (Level 6)
Resource Cost: 1 Stack Point
Memory Cache (Level 10)
Signal Field (Aura) (Level 14)
Resource Cost: 2 Stack Points
Nexus Merge (Level 20)
Resource Cost: Nexus Merge (special)
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