Cleric
Base Class: Cleric

 

Technology Domain

The gods of technology promote the practical knowledge of craft and invention. They include smith deities like -- Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu and, the gods of knowledge -- Oghma, Boccob, Gilean, Aureon, and Thoth.  Through the advancement  of technology and Invention the followers of these gods strive to to find and create new objects and techniques for the betterment of the world and civilization.  Some build complicated machines to perform menial tasks such as chopping wood or harvesting fruit, while others, build beautiful and intertect clockwork toys that delight children of all ages. The strive to harness the power of steam, electricity, and alchemy to create wonders that are awe-inspiring and sometimes even terrifying. 

 

Technology Domain Spells

Cleric Level                        Spell

 
1st                           gond's grease,  identify
3rd                            heat metal,  knock
5th                            lightning bolt,  protection from energy
7th                            fabricate,  stone shape
9th                            animate objects,  creation

 

 

Blessings of Technology

At 1st level, you gain proficiency with tinker's tools and smith's tools, assuming you don’t already have them. You also gain tinker's tools and smith’s tools for free—the result of tinkering you’ve done.

Bonus Cantrip When you choose this domain at 1st level, you gain the mending cantrip if you don’t already know it.

Channel Divinity:Turn Off Construct

Starting at 2nd level, you can use your Channel Divinity to turn off constructs

As an action, you present your holy symbol and invoke the name of your deity to censure construct. Each construct that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is stunned by you for 1 minute or until it takes damage.  

Mechanical Insights

At 6th level, you gain an a greater understanding of all things mechanical. If you see a machine or mechanical trap in action, you can make an insight check to understand exactly how it works. For a trap, the DC is the traps DC. For other types of machinery consult the table below.

       Complexity                        DC

Very Simple                        5
Simple                                10
Average                              15
Complex                             20
Very Complex                    25
Mechanus machine          30
You also gain proficiency in firearms.

Divine Strike: Jolt

At 8th level, you learn new ways to channel arcane energy through your weapon attacks. Once on each of your turns when you hit a target with a weapon attack, you can channel magical energy through the strike to deal an extra {{scalevalue}}lightning damage.  At 17th level you can jolt through your clockwork defender's attack instead of yours.

Clockwork Defender

By 17th level, the tinkering in your free time has borne you a faithful companion, an clockwork defender. This metallic creature resembles a clockwork suit of armor or humanoid creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the clockwork defender's stat block. In combat, the Clockwork defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The clockwork defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new clockwork defender if you have your smith's tools with you. If you already have an clockwork defender from this feature, the first one immediately perishes.

Clockwork Defender Medium construct, neutral
Armor Class 15 (natural armor)
Hit Points equal to five times your level in this class + the clockwork defender’s Constitution modifier + your wisdom modifier
Speed 40 ft.
STR 14(+2) DEX 12(+1) CON 14(+2) INT 4(−4) WIS 10(0) CHA 6(−2)
Skills Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Might of the Master. The following numbers increase by 1/2 your proficiency bonus: the clockwork defender’s skill bonuses, the bonuses to hit and damage of its fist, and the number of hit points restored by its Repair action. Additionally the clockwork defender has the same weapon and armor proficiencies as its master
Vigilant. The clockwork defender can’t be surprised.
Actions (Requires Your Bonus Action)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 piercing damage.
Repair (3/Day). The magical mechanisms inside the clockwork defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Reaction Defensive Slam. The clockwork defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the clockwork defender.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2019 2:20:30 PM
33
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