Cleric
Base Class: Cleric

A group of Clerics that's rejected the gods altogether, but rather relying on the marvels of technology to achieve magical abilities. They often believe that true power and progress come from human ingenuity and scientific discovery, not from the whims of deities. They've forsaken traditional worship and the doctrines of deities, believing that true mastery lies in the principles of science, engineering, and innovation.

Mechanical Sense

Beginning at 1st level, your attunement to both divine energies and technological frequencies allows you to detect hidden sources of magic and technology. You may cast a Detect Magic spell as a ritual.  Additionally, you can always sense the presence of technological mechanisms within 60 feet of you. When you sense a mechanism, you may roll a Wisdom (Perception) skill check with a DC of 18 - your wisdom modifier - your proficiency bonus, and on a success, you also sense the exact use of it.

Domain Spells

You gain domain spells at the cleric levels listed in the .. Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells

1st

silvery barbs, Hex
3rd Detect Thoughts, Hold Person
5th Antagonize, Enemies Abound
7th Arcane Eye, Charm Monster
9th Modify Memory, Scrying

Channel Divinity: Purge System

Starting at 2nd level, you can use your channel divinity to remove purge injury from creature's bodies. As an action, you present your holy symbol and touch a creature within 5 feet of you. When you do, that creature is healed for 1d4 x half your cleric level, rounded up. Additionally, that creature is healed of one random disease or poison within their body. Once you use this feature, you're unable to do so until you finish a short or long rest. 

Arcane Infusion

Starting at 6th level, you're able to imbue your very tools with magic. As a bonus action, you may spend a 3rd level spell slot to imbue your weapon, turning it into a +1 magical weapon for one minute. After the minute is finished, it returns to it's regular, non-magical form. Additionally, you may also do this with any sets of armour. At higher levels, you may instead use a 5th level spell slot to turn your weapon or armour into a +2 magical item, and you may also do the same with an 8th level spell slot, turning it into a +3 magical item.

Build-a-Buddy

Starting at 8th level, You choose up to three "Construct" type creatures of CR 1 or lower. You can use your action and a 4th level spell slot to summon one of these Constructs and command them. These constructs can exist for up to one hour, or until you dismiss them, and you must hold concentration to keep them summoned. At higher levels, you may use a 6th level spell slot to summon two of the constructs, rather than one. 

Blessing of Steel

Beginning at 17th level, your mastery of the fusion between magic and technology reaches its pinnacle. When you cast a spell of 4th level or higher, you may choose to gain one of the following benefits:

  • Augmented Construct: Choose one of your summoned Constructs. That construct gains temporary hit points equal to twice the spell’s level. Also during its next turn, any attack it makes has its damage increased by 1d8.
  • Empowered Weapon: For the next minute, any damage you deal with an magic imbued weapon deals two additional die in damage. 
  • Enhanced Armor: For the next minute, your imbued armour gives you a damage resistance type of your choice from the following: fire, cold, lightning, acid.

Additionally, you can use your Channel Divinity to take control of any construct you can see within 60 feet. The construct must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. While charmed in this way, the construct follows your commands and acts on your turn. Additionally, any damage they receive is reduced by 1d4, and any damage they deal is increased by 1d8. You can use this feature once per long rest. 

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