Cleric
Base Class: Cleric

A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.

The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.

Manifestations of Mechanus
d6 Manifestation
1 Large, spectral cogwheels appear hovering behind you.
2 The hands of a clock appear in your eyes.
3 Your skin glows with a golden, metallic sheen.
4 Your features become unnaturally angular, like geometric objects.
5 Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus.
6 The ringing of a clock can be heard by you and those affected by your magic.

 

Clockwork Magic

1st-level Clockwork Soul feature

You add additional spells to your spell list when you reach certain levels in this class, as shown on the Clockwork Spells table.

Cleric Level Spells
1st alarm
3rd see invisibility
5th haste
7th fabricate
9th animate objects

 

Restore Balance

1st-level Clockwork Domain feature

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Touch of Order

Starting at 2nd level, you can use your Channel Divinity to grant another creature Order.

As an action, you may touch a number of adjacent creatures equal to your proficiency modifier. For 1 minute, they may treat any action requiring a d20 roll as though they had rolled an 11.

Controller of Luck

6th-level Clockwork Domain feature

You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.  Alternatively, you can afflict one target within melee range, causing it to have disadvantage on saving throws against magical effects for 1 minute. You can use this ability a number of times per long rest equal to your Wisdom modifier.

Command Fate

8th-level Clockwork Domain feature 

As a reaction, You may force a creature within line of sight (including yourself) to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability a number of times per day equal to your proficiency modifier.

Blessed by Clockwork

17th-level Clockwork Domain feature

Whenever you take an action other than attacking, attacks against you cannot benefit from advantage until your next turn.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with an instrument.

Restore Balance

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Touch of Order

Starting at 2nd level, you can use your Channel Divinity to grant another creature Order.

As an action, you may touch a number of adjacent creatures equal to your proficiency modifier. For 1 minute, they may treat any action requiring a d20 roll as though they had rolled an 11.

Controller of Luck

You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.  Alternatively, you can afflict one target within 30 feet with your malign eye, causing it to have disadvantage on saving throws against magical effects for 1 minute. You can use this ability a number of times per long rest equal to your Wisdom modifier.

Command Fate

As a reaction, You may force a creature within line of sight (including yourself) to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability a number of times per day equal to your proficiency modifier.

Clockwork Blessing

Whenever you take an action other than attacking, attacks against you cannot benefit from advantage until your next turn.

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