Cleric
Base Class: Cleric

Combining magic and tech, those who follow the arcanomechanical are engineers of an outstanding calibre.

Aquired of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Ally of Steel

Starting at 2nd level, you can use your Channel Divinity to gain the companionship of any beast with a CR rating equal to or less than a quarter of your level rounded down. This companion is arcanomechanical in nature and counts as a construct. It will last until it dies or you use channel divinity again.

At 8th level you gain the companionship of one additional ally of steel when using channel divinity. This increases by one again at 14th level.

Channel Divinity: Advanced Arcanomechanics

At 6th level as an action, you can use Channel Divinity to instantly repair any damaged mechanical devices. You may also use this to create: 1d6 items of common rarity (items are your choice but may only be one item e.g. 6 potions of healing or 6 unbreakable arrows), 1 potion of greater healing, or 1 +1 simple weapon. You can do this without expending any resources or time.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Unhindered Arcanomechanics

Starting at 17th level, over the course of a long rest you may spend your time modifying either any non magical armor or weapon/weapon ammo into a magic item which may have any two of the following traits: 

Armor:

  • Reinforced (Resistant to force and bludgeoning damage)
  • Fur Lined (Resistant to cold damage)
  • Lead Lined (Resistant to fire damage)
  • Cushioned (If the armor would normally grant disadvantage on stealth checks it no longer does)
  • Light weight (+1 to dexterity saving throws)

Weapon:

  • Strengthened (+1)
  • Scorching (Deals an additional 1d6 fire damage on hit)
  • Freezing (Deals an additional 1d6 cold damage on hit)
  • Returning (If thrown or fired will return to the weilder)
  • Adaptive (If an enemy is resistant to any damage this does, it acts as though the enemy is vulnerable to it)

Previous Versions

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