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

Hit Die d8
Primary Ability Charisma
Saving Throws Charisma, Wisdom

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows
Tools Tinker's tools
Skills Choose 2 from Arcana, Investigation, Deception, Persuasion, Insight, Sleight of Hand

Starting Equipment

• Light crossbow and 20 bolts or any simple weapon
• Component pouch or an arcane focus (a small humming chip)
• Leather armor, any simple weapon, and a scholar's pack

Class Abilities

Martial Abilities

Resource Stack Points
Systemic Hex
Action 1 Stack Point (to move) Level 1

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).

Debuff Effect
Damage: 1d6 psychic (Increases by 1d6 at levels 7, 13)
Conditions: hexed
Duration: 1 minute
Signal Spike
Action 1 Stack Point Level 1

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).

Damage Effect
Damage: 1d8 psychic (Damage increases to 2d8 at level 5, 3d8 at 11, 4d8 at 17)
Conditions: marked
Duration: 1 minute
Compile Strike
Attack Level 1

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).

Prerequisites:

Must be wielding a weapon

Damage Effect
Damage: 1d6 force (Increases to 2d6 at level 9, 3d6 at level 15)
Firmware Shield
Bonus Action 1 Stack Point Level 1

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).

Buff Effect
Conditions: temporary HP
Duration: 1 round per warlock level
Overclock (Targeted)
Bonus Action 1 Stack Point Level 2

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.

Buff Effect
Duration: 1 minute
Patch
Action 1 Stack Point Level 2

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.

Healing Effect
Duration: Instantaneous
Data Leak
Action 1 Stack Point Level 3

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.

Damage Effect
Saving Throw: Constitution
Damage: 3d6 psychic (Damage increases by 1d6 at levels 9 and 15)
Conditions: slowed
Duration: End of their next turn
Daemon Spawn
Action 3 Stack Points Level 3

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.

Summon Effect
Duration: 1 hour
Backdoor
Action 1 Stack Point Level 4

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.

Movement Effect
Duration: Instantaneous
Remote Hack
Action 2 Stack Points Level 5

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.

Control Effect
Saving Throw: Intelligence
Conditions: stunned, disabled
Duration: 1 round per 2 warlock levels
Proxy
Action 2 Stack Points Level 7

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.

Summon Effect
Duration: 1 minute
Cache Memory
Action Level 8

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.

Resource_Restore Effect
Binary Shift
Action 1 Stack Point Level 10

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.

Control Effect
Saving Throw: Intelligence
Duration: Instantaneous
Reboot
Action 2 Stack Points Level 9

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.

Utility Effect
Conditions: remove condition
Duration: Instantaneous
Chain Glitch
Action 2 Stack Points Level 11

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.

Damage Effect
Saving Throw: Dexterity
Damage: 3d8 lightning (Damage increases at level 11 and 17)
Duration: Instantaneous
Null Route
Action 2 Stack Points Level 13

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.

Control Effect
Saving Throw: Constitution
Damage: 2d8 force
Conditions: incapacitated
Duration: 1 round
Kernel Panic
Action 3 Stack Points Level 15

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.

Control Effect
Saving Throw: Wisdom
Damage: 4d10 psychic
Conditions: stunned
Duration: 1 round
Nulllock (Ultimate Strike)
Action 4 Stack Points Level 18

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.

Debuff Effect
Saving Throw: Constitution
Conditions: feature suppression
Duration: 1 minute

Transformations

Sync Mode
1 minute 2 Stack Points Level 10

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.

Changes:

+2 to attack rolls and saving throws, Add warlock level to one ability check, Compile Strike usable once per turn

Special Actions:

Enhanced attacks and checks

Limitations:

While in Sync Mode you gain vulnerability to psychic damage equal to 1d6 at the end of the minute (representing feedback).

Machineform
1 minute Special (long rest) Level 18

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.

Changes:

+3 AC, Resistance to non-magical physical damage, Immunity to poison and disease, Extra 2d8 force damage on attacks

Special Actions:

Mechanical attacks

Limitations:

Cannot speak normally; major social penalties in some situations

Auras

Signal Field
10-foot radius 2 Stack Points (to maintain) Level 14

Emit a persistent field of raw data that buffs allies and punishes reliant machines. See class feature of the same name.

Effect:

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

Activation:

Action to activate; can maintain for up to 1 minute with Stack Points

Companions

Daemon Familiar
Small affinity spirit (familiar-like)
Level 3

A 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.

Statistics:
HP 6 + 1 per warlock level
AC 13
STR 6
DEX 16
CON 10
INT 12
WIS 12
CHA 10
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Stealth + proficiency, Perception + proficiency

Senses:

Darkvision 60 ft, Passive Perception 12

Features:

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

Commands:

Scout, Hack (attempt skill check vs device), Assist (Help action in combat)

Scaling:

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)

At 1st level you have touched — willingly or not — a fault in the world's infrastructure: the Glitch. You gain an odd, humming connection to networks, machines, and the invisible flow of data. You can sense pulses of electronic/arcane traffic within 30 feet as if they were sounds; you can identify whether devices are active, the presence of arcane signals, or basic data streams. This sense ignores barriers that block normal sound but not line-of-sight obstructions of solid shielding. You also learn one special cantrip (a 'glitch cantrip') from the Machine's repertoire.

Stack Points (Level 1)

You gain a resource called Stack Points. You have a number of Stack Points equal to your warlock level (this resource refreshes after a short or long rest). Many of your Machine abilities consume Stack Points.

Glitch Invocations (Level 2)

Beginning at 2nd level you learn two Glitch Invocations (special passive or always-available tweaks to your abilities). At 6th and 10th level you learn an additional invocation. These invocations grant small, persistent powers (see examples in the abilities list: e.g., Persistent Cache, Echoed Signal, Static Ward).

Pact Boon: Firmware Bond (Level 3)

At 3rd level you choose a Firmware Bond: Daemon (a summoned dataspirit companion), Proxy (an ephemeral mirror that can take a hit), or Chip (a small augment that grants a constant minor benefit). The details of each option are provided in the Companions and subclass guidance.

Overdrive (Level 6)

At 6th level you may spend 1 Stack Point to enter Overdrive for 1 minute as a bonus action. While in Overdrive you gain advantage on one skill check, one attack roll, and one saving throw of your choice; you take a -1 penalty to AC and concentration checks while in Overdrive. You can Overdrive a number of times per long rest equal to your Charisma modifier (minimum once).

Resource Cost: 1 Stack Point

Memory Cache (Level 10)

At 10th level you can store residual Stack energy in your Memory Cache between uses. When you finish a long rest, you may store up to 2 Stack Points in your cache. As a bonus action, you can expend a cached point to regain a spent Stack Point. Cached points do not refresh on a short rest.

Signal Field (Aura) (Level 14)

At 14th level you can emit a 10-foot radius Signal Field as an action; you can maintain it for up to 1 minute without concentration by spending 2 Stack Points at activation. Allies in the field gain advantage on saving throws against being charmed or frightened and gain +1d4 to checks to resist being hacked or controlled; enemies that are constructs, automatons, or creatures using technological gear (DM's call) take 1d6 psychic damage at the start of their turns while they remain in your field. You can use the Signal Field once per short rest for free; further uses cost 2 Stack Points.

Resource Cost: 2 Stack Points

Nexus Merge (Level 20)

At 20th level you may once per long rest merge with the Glitch for 1 minute. While merged you gain resistance to all damage except force, you have truesight 60 ft, and your Stack Points maximum doubles. Once merged, you cannot use Nexus Merge again until you complete a long rest.

Resource Cost: Nexus Merge (special)

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