This is the warlock patron page for The Maker, for the deity page click here.
You have made a bargain for power granted by an entity that you believe to be The Maker, the ultimate source of all construct life and the greatest craftsman in history. Through working with The Maker, you gain uncanny abilities with constructs and clockwork devices that are simply marvelous.
Expanded Spell List:
The Maker lets you choose from an expanded list of spells when you learn a warlock spell. You gain the Mending cantrip, and the following new spells are added to the warlock spell list for you.
The Maker Expanded Spells:
|1st||Unseen Servant (Construct)*, Alarm|
|2nd||Find Steed (Construct)*, Animal Messenger (Construct)|
|3rd||Haste, Conjure Animals (Constructs)|
|4th||Polymorph (Construct), Fabricate|
|5th||Awaken*, Animate Objects|
*Note: Your unseen servant is visible and is instead a lesser construct that operates in the same fashion. Similarly, your steed follows the rules of the spell but is instead a construct creature or machine (such as a motorcycle) which fits the same requirements. Your animal messenger is a Mailbot. Your conjured animals/woodland beings are constructs. Your polymorph turns the creature into a construct, Your Awaken targets a puppet, statue, appliance, vehicle, or other inanimate object of engineering or craftsmanship to become a construct instead of a beast or plant. These summons all have the stats of a valid spell target as written in their spell but have the construct creature type.
- Your pact of the tome is a detailed engineering manual.
- Your pact of the blade weapons have bizzare moving parts and gears.
- Your pact of the chain familiar is a clockwork construct, it uses the stats of a valid familiar but has the construct creature type.
At 1st level, you gain proficiency with tinker’s tools, Flintlock Pistols, and Flintlock Muskets. In addition, whenever you gain a feature that alters Eldritch blast it also alters your attacks with Flintlock weapons in the same fashion as you channel your blast through your firearm.
Gum the Works
At 1st level, you gain the ability to temporarily render any clockwork devices, mechanical traps, or simple machines inoperable. As an action, you can target a machine within 30 feet of you. This machine may be as simple as a lock or pulley to as complicated as an elaborate non-sentient construct. If the targeted machine is held or otherwise actively used by a sentient creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the machine’s inner workings gum up and it ceases to function until the end of your next turn. If the targeted machine is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 6th level, as a bonus action you gain the ability to identify clockwork devices and machines with careful observation. You sense the presence of any machine, construct, or mechanical trap within line of sight. A trap, for the purpose of this ability, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. It cannot identify magical traps (thus, the spell would not sense an area affected by the alarm spell or a Glyph of Warding, but would sense a mechanical pit trap, a hidden construct, locks, pulley systems, or other simple machines). This feature merely reveals that a machine is present, along with approximately where it is and the general nature of its application (it will explode, it opens a door, it makes coffee, etc.).
Beginning at 10th level, you have learned to both speak and think in B.A.S.I.C. and can apply encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.
At 14th level, you gain the ability to curse a humanoid’s body with advanced clockwork technology. 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 the magically powered clockwork spreads through its body. On a failed save, the target takes 8d10 force damage, or have 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 with your clockwork.
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 Construct’s Curse. The infection can also be removed with a Remove Curse or Lesser Restoration spell.