Cleric
Base Class: Cleric

There is no god in a technology world. If there is one it’s well hidden within the cog of the machine. Magic is technology and technology is not magic. A way of doing something. A process to achieve a goal or objective. Your spells and divine abilities may be flavored as techno magic or powerful technology.

Technology Domain Features

Cleric Level Feature
1st Domain Spells, Techno Smarts, Techno Armor, Techno Gadgets
2nd Channel Divinity: Techno Devices
6th Technologist
8th Techno Strike (1d8)
14th Techno Strike (2d8)
17th Technology Sage 

 

Technology Spells

Domain Spells

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

Technology Domain Spells

 

 

Techno Smarts

At first level, you gain bonus equal to your wisdom modifier to tool based intelligence ability checks. This does not stack with any other sources that would add your wisdom modifier to the roll.

At 17th level this ability improves to grant the bonus to all intelligence ability checks.

Techno Armor

At first level you learn how to incorporate technology into armor. You may wear a special set of armor with an AC 10+Proficiency+Intelligence. It’s considered Heavy armor and you are proficient with it. 

Techno Gadget

At first level you learn one additional cantrip from the artificer spell list. This spell counts as a cleric spell for you.

You can augment your spells with technology rather than some divine source. As an action you can prepare a device to cast a cantrip. You can choose a cantrip of one action or bonus action. If you do roll a 1d4 at the beginning of that many turns the device emits the spell effect as if you casted it replicating the spells effects. If the spell requires a target you designate the target as part of the initial action. If the spell requires concentration you must maintain concentration on the spell. You can only have one such device active at a time.

Channel Divinity: Techno Devices

Starting at 2nd level, you can use your Channel Divinity to create special Devices one of the following devices

Techno Amplifier - box and cord device, as an action you set the box down on the ground and plug the cord into an item. The device can only work on magic items with the capability of regaining charges or uses with time (i.e. dawn, dusk, noon, short rest, or long rest). After a minute the device completes and the item regains charges and uses in the following ways:
• If the item can be used 8 or more times it regains 2 uses.
• If the item holds 8 or more charges it regains 1/2 of the maximum number of charges.
• Otherwise if the item can be used 3 or more times or holds 3 or more charges it regains 1 charge
At 17th level the item may regain 1 additional charge or use regardless of number of uses or charges.

Techno Nullifier - Antenna and ground stand, as an action you set up the medium sized stand with the antenna that emits a wave for 1 minute or until moved. Magic Items do not work within 10 ft of the Antenna. Spells and Magical effects that originate from a magic items cannot affect the area as if it was an antimagic field. At 17th level you may have it create an antimagic field instead.

Techno Surveyor - a small drone, as an action you set up a small flying construct that uses the Clockwork Observer statblock. It lasts for 1 hour. As a bonus action you can see through the drone’s eyes and hear what it hears, and continue to do so until you use your bonus action to return to your normal senses. While perceiving through the drone’s senses, you gain the benefits of any special senses possessed by that drone, though you are blinded and deafened to your own surroundings. At 17th level you may instead have the drone be an arcane eye that doesn’t require concentration.

Techno Weapon - Lightning Jack, fire igniter, or radio emitter - As a bonus action, you attach your device to a weapon and it enhances it for 1 minute and choose a damage amongst lightning, fire, or radiant. It deals 1d8 extra damage on a hit of the damage type you chose. At 17th level this increases by 2d8 (3d8 total)

 

Technologist

At 6th level, you gain insight into technology. You have resistance to damage from constructs, siege weapons, traps, and objects not otherwise controlled by a creature. You can cast the spell find traps and locate object without expending a spell slot. You gain a +5 bonus to ability checks involving constructs, vehicles, tinker tools, thieves’ tools, and technology (DM discretion).

At 17th level you can cast the summon construct once without without using concentration. Once you use this ability you can’t use it until you take a short rest.

Techno Strike

At 8th level, you gain the ability to infuse your weapon strikes with the technology. Once on your turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning, fire, or radiant damage to the target. Alternatively may also deal extra damage to a target once from your cantrips. When you reach 14th level, the extra damage increases to 2d8.

 

Technology Sage

At 17th level, you can integrate with all technology better. Technology is more likely to listen to you and bend to your will.
• Construct creatures or creatures using siege/vehicle weapons or objects not being controlled by a creature must make a wisdom save against your spell save DC to attack you, cast a harmful spell on you, or use an ability that will cause you harm (you decide what is harmful). Treat any object without a wisdom score as a wisdom score of 0.
• As an action you can target a construct, vehicle, object which makes a save as if you casted dominate monster on it, however this ability is not magical and ignores immunity to charmed. If the target has no wisdom score treat it as if it has a wisdom score of 0. You can only maintain control over one construct or vehicle or object at a time.
• When you take damage Construct creatures within 10 ft of you may use their reaction to take 1/2 of the damage instead of you.

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