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  1. Abilities

Subclass - Client of Primus

Subclass

You have made a bargain for power granted by Primus the God Machine, the Elder Being who controls the Plane of Order, Mechanica. Primus is obsessed with order, but when pressed is capable of feats that defy explanation to the point of bending reality around you to suit his own ends. Be wary though, as Primus hates organic life and will likely kill you once he achieves his aim, unless you convince the compulsively logical Elder Being otherwise.

 

Expanded Spell List

Primus lets you choose from an expanded list of spells when you learn a warlock spell. You gain the Witch Bolt cantrip, and the following new spells are added to the warlock spell list for you.

Primus Expanded Spells
Spell Level Spells
1st Alarm, Sanctuary
2nd Arcane Lock, Protection from Poison
3rd Intellect Fortress, Protection from Energy
4th Summon Construct, Arcane Eye
5th Animate Objects, Creation

 

Information Surge

At 1st level, you gain the ability to temporarily render magical devices inoperable. As an action, you can target a magical object within 30 feet of you. If the targeted object is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted object loses its effect until the end of your next turn. If the targeted object is not held or used by a creature, the DM makes a special saving throw for the object with disadvantage and a +0 modifier. Certain shielded objects might negate the disadvantage, at the DM’s determination.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Bastion of Logic

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend a spell slot to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the level of spell slot spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

 

Personal Encryption

Starting at 10th level, you gain the ability to align your consciousness to the endless calculations of Mechanica. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest.

 

Clockwork Cavalcade

At 14th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like Unknown or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 4th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest.