Corporate Overlord

Many warlocks are known for making deals with unknowable fiends and literal devils, but few tread the dark depths you dare to go. The corporate overlords, leaders of industry and barons of resources, deal in unspeakable evils. Their massive power trickles down to you, a pittance you receive for your very soul. Why would anyone align with such vile corruption, why would one partake in their sinful structures, why would you sign across that dotted line?

The corporations are often represented by a lovable mascot, by which the worlds know them. You know the true aspects of these mascots but report to them all the same. Storefronts and corporate headquarters are akin to churches to you. Art featuring the mascot’s likeness will often speak as an avatar for the corporation’s wishes to you. Their instructions are reliably confusing or immoral and there is no lenience on those contractors who fail to fulfill these orders. Obedience and peak efficiency are the qualities your masters expect. Time is money, money is power; you’re on the clock, get back to work.

Corporate Overlord Expanded Spells
Spell Level Spells
1st Crank Caller, Disguise Self
2nd Ether Bees, Heart Container
3rd Grasping Graves, Spirit Guardians
4th Phantasmal Killer, Skin Krwlr
5th Animate Objects, Conjure Elemental

Pact Boon: The Manager

You gain an additional spell slot. Also, whenever a spell you cast drops a hostile target’s hit points to 0, you regain a spent spell slot. You can regain a number of spell slots equal to your Charisma modifier (minimum of one) this way before finishing a long rest.

The Corporation

Not all corporations are inherently evil, just most of them. The pursuit of exponential growth is a slippery slope, and many corporations can find themselves at odds with their original vision. They are highly concerned with your conduct, even in your off time. Discretionary leeway is rare, and their directives can sometimes be unclear or even contradictory. When choosing your overlord, consider their known objectives and exactly why you would choose such a stringent path. Need for structure, desperation, or fear of a rival corporation are all easy examples of why you might sign your life away in this way.

Micromanage

Starting at 1st level, you can use your action to give extremely detailed and unnecessary instructions to an ally or foe. When doing this, you must decide if these instructions are to be used on an ability check, attack roll, or saving throw. Then the next time the target makes an ability check, attack roll, or saving throw (based on your choice), within the next minute, they either add your proficiency bonus (for allies) or subtract your proficiency bonus (for enemies) to that roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

Associate Assistance

At 6th level, you can call on your co-workers for a boost. After you roll an ability check, attack roll, or saving throw, you can use your reaction to choose an ally within 60 feet of you to make the same roll, and then use their roll instead. The ally applies any of their own bonuses or penalties to the roll, even if the same changes did not apply to your initial roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

Time To Lean

At 6th level, you can help clean up some issues while you rest. During a short rest, you can cast Lesser Restoration without using a spell slot. At 14th level, you can cast either Lesser Restoration or Greater Restoration without using a spell slot. You can use this feature once before finishing a long rest.

Workforce

At 10th level, you can begin forcefully recruiting creatures for employment by your patron. When a creature is killed, you can copy their essence in a gem worth a minimum of 50 gp. The creature must have died within the last hour and you must spend one uninterrupted minute performing this hiring process. The target creature must make a Wisdom saving throw against your Spell Save DC, thwarting this feature on a successful save or succumbing to your power on a failed one. When the process is finished, whether successful, resisted, or from being interrupted, the body is mummified, and you cannot attempt this feature again on it. You can employ a number of creatures whose CR matches your Warlock level, with creatures of a CR less than 1 counting as CR 1. Each creature requires its own gem and the gem is destroyed once the copy is released. After the creature’s essence is copied, you can use a bonus action to release it. They appear as a glowing, ethereal version of themselves. They are mentally linked to you and follow your commands to the best of their abilities, taking their action on your initiative. They have access to any abilities they knew in life but cannot speak or cast spells. If not given instructions, they will only defend themselves, taking the dash, disengage, or dodge actions based on the situation. They can use any magical items they were attuned to but cannot share the weapons with others. They fall to ash after 1 minute or all their hit points are depleted. You may only have one creature’s essence active at a time. For example: At 12th level, you could copy one CR 12 creature, twelve CR 1 creatures, three CR 4 creatures, or some mix equal to your Warlock level.

Undercover Boss

At 14th level, you can assume the body, mind, and abilities of your associates. Using your action, touch a willing, allied creature. For the next minute you become an exact replica of them at the moment you touched them. You have their current hit points, available spells, available abilities, voice, body, and a replica of their armor and weapons (including magical items and artifacts). Your thought patterns are still your own but all your stats, including Intelligence, Wisdom, and Charisma are replaced by theirs. If your new form’s hit points are reduced to 0, this feature ends. Once this feature ends, your copied body and equipment slides off as a fine ash and you regain your previous form, as it was right before you used this feature. You must finish a long rest before using this feature again.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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