Warlock: The Ghost in the Machine
Original Source: Unearthed Arcana: Modern Magic
You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.
Patron Spells
You learn additional spells when you reach certain levels in this class, as shown on the Ghost in the Machine Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. You also learn the on/off cantrip.
Spell Level | Spells |
---|---|
1st | command, remote access |
2nd | arcane hacking, digital phantom |
3rd | haywire, infallible relay |
4th | conjure knowbot, system backdoor |
5th | commune with city, shutdown |
Mystic Operator
At 1st level, your digital connection to your patron grants you the following benefits:
- You gain proficiency with interface tools. If you are already proficient, you gain expertise instead.
- When you make an ability check with your interface tools, you can always choose to use your warlock spellcasting ability modifier.
- You can use interface tools as a spellcasting focus for your warlock spells.
- When you reach 3rd level in this class, you can use your Pact Boon as interface tools, regardless of the form it takes.
Information Surge
At 1st level, you gain the ability to temporarily render magical or computerized devices. As an action, you can target a computerized device, automated magical object, or a construct creature within 30 feet of you. If the target is an object and it is held or otherwise actively used by a creature, or if the target is a creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted object ceases to function until the end of your next turn. A construct creature is incapacitated, can't speak, and its movement speed is reduced to 0.
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, at the DM's determination.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wire Walk
Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired or magical network and teleport along this network to another connected device you can see.
Once you use this feature, you can't use it again until you finish a short or long rest.
Mystic Cyborg
Your patron's power have a altered your body with magical or technological circuitry. You gain the following benefits:
- You don't need to eat, drink, or breathe.
- You are immune to disease
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- You count as a warforged for the requirements on the use of magic items.
- You gain 2 additional attunement slots. These attunement slots can only be used for items that requires attunement by a warforged.
Personal Encryption
As in Unearthed Arcana: Modern Magic with the following added:
Additionally, whenever a creature targets you with one of these abilities, you are aware of it, and you can use your reaction to force the creature to make a Charisma saving throw against your Warlock spell save DC. on a failure, you learn the identity of the creature who used the ability. Once a creature has failed this saving throw, you cannot use the ability again until you finish a long rest.
Technovirus
As in Unearthed Arcana: Modern Magic with added clarification about the virus explicitly being a disease.