Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two (round up) per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
D8
Damage
1
Radiant
2
Necrotic
3
Force
4
Fire
5
Lightning
6
Cold
7
Psychic
8
Thunder
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
What do you think of this?
You are a master of clockwork machines, able to make them yourself.
Clockwork Domain Spells
You gain the following spells at the cleric level listed.
Intelligent Caster
Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two (round up) per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.