Base Class: Cleric
Oh! the old, old clock of the household stock,
Was the brightest thing, and neatest;
Its hands, though old, had a touch of gold,
And its chimes rang still the sweetest;
'Twas a monitor, too, though its words were few,
Yet they lived, though nations altered;
And its voice, still strong, warned old and young,
When the voice of friendship faltered:
"Tick! tick!" it said, "quick, quick, to bed:
For ten I've given warning;
Up! up! and go, or else you know,
You'll never rise soon in the morning!"
Tinkerers Goggles
Clockwork microsurgeons spend their time mastering the craft of tinkering with fine mechanisms. Working by arcane lantern light under magnifying crystal lenses, these brilliantly inventive healers use this creativity to create faith driven devices to aid in their medical practices. The true potential of this clock based arcana is yet to be fully understood, but at such a young stage it already promises great power in healing and protection. When you join this domain you vow yourself to the Steel DIvine. Your first invention is a pair of goggles that let you see through the eyes of a construct. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the goggles darkvision with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
You gain proficiency with tinkerers tools and arcana.
Clerics of the Clockwork domain learn the spells of the life domain.
| Life Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Bless, Cure Wounds |
| 3rd | Lesser Restoration, Spiritual Weapon |
| 5th | Beacon of Hope, Revivify |
| 7th | Death Ward, Guardian of Faith |
| 9th | Mass Cure Wounds, Raise Dead |
Clockwork Assistant
When you reach 2nd level in this domain, you can now use your tinkerers tools as a spellcasting focus for your cleric spells.
Your experiments with machinery have borne you a faithful companion. The Clockwork Assistant. In combat, the Assistant shares your initiative count. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the assistant can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Clockwork Assistant returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Assistant if you have tinkerers tools with you. When you create a new assistant you choose its specialization from its stat block. If you already have an Assistant from this feature, the first one immediately perishes. The Assistant also perishes if you die. See full game statistics in the Clockwork Assistant stat block.
Advanced Surgical Methodology
Starting at 6th level, by incorporating more of your clockwork inventions into your medical practice you improve both the abilities of yourself and your Assistant.
Advanced tools: as long as you use tinkerers tools as a spell focus for your cleric spells, all your healing abilities are increased by 1d4
Depending on which specialization you choose when crafting your assistant it will now receive one of the following abilities. you may also now change the assistants specialization once per short rest.
- EMT. If the assistant is targeted with healing, along with healing, it also gains temporary hit points equal to the hit points received. as an action the assistant can target up to 3 creatures and split the temporary hit points between them.
- Aide. Ss long as the assistant is within 10 feet of you your armor class is increased by +1, and if the assistant take damage, you may add 1d8 radiant damage to your next damage roll.
- Nurse. If you target the assistant with the bless spell at third level or higher, you may target up to 3 other creatures, they gain +1d4 to armor class for 1 minute
Apparitions of Aegis
When you reach 8th level you unlock the following abilities
- Once per long rest you may target one creature you can see within 30 feet of you. You manifest a sentient suit of clockwork armor powered by wildespace arcana. the armor encases the targeted creature, Giving them +2 to armor class until your next short rest, but decreasing their movement by 5 feet
- once per short rest, you mar cloak yourself in clockwork, giving you +2 to armor class and wisdom until your next short rest, but your strength and dexterity scores are reduced by 1.
Favor of the Gears
At 17th level, you can call upon the steel divine to descend upon you in an apparated form of pure metallurgic energy, giving you the ability to channel their godlike power. Each day upon completing a long rest you may roll 3d10 on the table below, you can use the 3 abilities you roll once each within the next 24 hours. You may re-roll your abilities once per day by expending a 6th level spell slot or higher. But you will only gain as many abilities as you had remaining.
|
1 |
As a bonus action, you may add 4d8 radiant damage to you or a companion within 30fts next spell or attacks damage roll. The target of the attack must succeed a wisdom saving throw equal to your spell save DC, on a failure the next attack against them has advantage. |
|
2 |
As a reaction, you may make one attack against you or companion an automatic miss. If the attack has multiple targets, it misses all targets. |
|
3 |
As a reaction, you may use this ability to allow you or a companion within 30 ft to extend the range their next spell or attack by 30ft and they can use cast/use it as a bonus action. |
|
4 |
As a reaction, if you or a companion fails an attack roll, ability check or saving throw, you may use this ability to allow them to re-roll and take the higher roll |
|
5 |
As a reaction, if an attack against you or a companion within 30 ft is a critical hit, you can use this ability to have the attacker re-roll and take the lower roll. The next attack the target of the original attack makes is an automatic critical hit. |
|
6 |
As an action, you may heal yourself or a companion within 30 ft for half of their hit points rounded down. They then regain 1d8 hit points at the beginning of each turn for 5 turns. |
|
7 |
As a reaction, when you are hit with an attack, you can use this ability to make yourself take half of the total damage and deal the other half back to the attacker. |
|
8 |
As an action, you can banish up to 5 small or medium creatures within 30 ft of you to another plane for 1 minute. |
|
9 |
As a bonus action, you can use your clockwork assistant to analyze a creature and tell you it's vulnerabilities, resistances and immunities, before lowering the targets armor class by 4. |
|
10 |
As an action, you may cast power word kill without expending a spell slot. |
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