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The superintelligence

Your patron is a very powerful and independent Artificial
 Intelligence. You are not completely sure how it’s originated:
some warlocks say it was created as an overlord for the
 network, and others say it was created by the massive
 interactions through the digital world.

Expanded Spell List

The Superintelligence 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.
The Superintelligence Expanded Spells
Spell Level Spells
1st degauss*, machine invisibility*
2nd dataread*, relay text*
3rd electromagnetic pulse*, shutdown*
4th arcane eye, wire walk*
5th instant connectivity*, synchronicity*
Modern spells are marked with an asterisk.

Supernatural Hacker

Starting at 1st level, you gain proficiency with hacking tools
 and when you make an Intelligence roll to use an electronic
 device, you can use your Charisma modifier instead.

AI Servant

Also at 1st level, you gain the service of a mechanical
 construct powered by a basic AI sent by the Superintelligence
 to aid you. This AI assumes an humanoid form and it follows
 game statics, and it always obeys your commands, which you
 can give through any electronic device you own.
As a bonus action, you can command your AI to left its
 physical form and travel to an electronic device within 100
 feet from you that you can see, allowing your AI to use that
 device. The AI can add your proficiency bonus on any
 Intelligence check related to using an electronic device.
 You can read more about connecting and using a device
 under the "Using Electronic Devices" section of this
 supplement.
If the AI is kiled,killed, you can build a new one with 8 hours of
 uninterrupted work and and 10 gp of raw materials.

AI Servant
Tiny construct, neutral
Armor Class 13
Hit Points 5 (2d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 7 (-2)
Damage Immunities Poison
Condition Immunities charmed, poisoned
Senses passive Perception 10
Languages common
Challenge 0 (10 XP)
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one
 creature. Hit: 1d4 lightning damage, and the target
 must succeed on a DC 10 Constitution saving throw or
 be paralyzed for 1d4 rounds.

Digital Connection

At 6th level, you can use your action and concentrate for 1
 minute to merge your mind with your AI, allowing you to
 travel to and use an electronic device within 100 feet from
 you that you can see for the duration or until your
 concentration is broken (as if you are concentrating on a
 spell). You must finish a short or long rest before you can use
 this feature again.
Additionally, you can also cast any spell with the
 technomagic tag through your AI.

Spell Hacking

At 10th level, as a bonus action, you can spend one spell slot
 and gain resistance against damage dealt by spells for 1
minute.

Creature Hacking

Starting at 14th level, you hack a creature you can see within
 30 feet of you to weaken its defenses and make it more
 vulnerable to magic. The creature you choose must make an
 Intelligence saving throw. On a failed save, it has
 disadvantage on saving throws against spells and it takes
 double damage dealt by spells for 1 minute. The creature can
 make another saving throw at the end of each of its turns to
 end this effect.
Once you use this feature, you can't use it again until you
 finish a long rest.