Cleric
Base Class: Cleric

Whilst the flesh fails, the steel endures.

The rites of manifold applications, the liturgies of ignition and the songs of Engine-seeing are their own to know. They speak to the spirits of ancient tech-machines, from the warrior heart of a battle tank to the secret wisdom of the cogitators.
A Machine Domain cleric carries with them a congregation of machine-spirits, tiny servitors, cog-cherubs, skittering drones and clicking skulls, each one a miracle that they built, repaired, or spiritually awakened. Heavily trained in the art of war and able to monitor and control the battlefield with machine-like precision, the ancient and dreaded art of battle-robotics they still study has made many whom interacted with the Machine Domain members consider them dangerous.

Tools Of The Machine-Forger

Years of study, devotion, and the hum of machinery have attuned you to the spirits of engines and constructs. You move among gears and wires as others move among prayers and psalms, repairing what is broken and commanding what is unthinking.

At 3rd level, you gain expertise with Tinker's Tools. In addition, you can cast the mending cantrip at will as an action, using Wisdom as your spellcasting ability. When you cast mending on a creature other than yourself in this way, the spell restores 1d8+ your Wisdom Modifier Hit points. You can restore hit points this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
You can additionally communicate with constructs, even if they do not have a language. In addition, you have advantage on the Influence action(Charisma Checks) made to interact with constructs.

 

Domain Spells

You gain domain spells at the cleric levels listed in the Machine Domain Spells table. 

Machine Domain Spells
Cleric LEVEL SPELLS

3rd

Summon Vehicle, Armament

3rd

Heat Metal, Enhance Ability

5th

Tiny Servant, Conjure Constructs

7th

Summon Construct, Mordenkainen's Private Sanctum

9th

Animate Objects, Creation

Channel Divinity: Summon Machinant

Starting at 3rd level, you can use your Channel Divinity to summon a Machinant, a divine-mechanical assistant.
Through your rites you call forth a divine-mechanical assistant, whose purpose is singular: to serve, protect, and enact your will. The creature possesses limited intelligence, yet is still sentient, as the soul runs in the wires.

As an action, you summon a Medium Construct that appears in an unoccupied space you can see within 30 feet of you. The Machinant remains until it is destroyed. Once a Machinant is summoned, the CD slot used to create it cannot be used again until the Machinant is destroyed. If a feature or item allows you to use the Channel Divinity withour expending its uses, the Machinant explodes upon appearing, dealing 40d6 damage to the person attempting to summon it. It acts immediately after your turn and follows your mental commands, which you issue as a bonus action. If no action was issued, the creature automatically takes the dodge action. Mulitple Machinants are commanded with the same bonus action.

The Machinant uses your spell save DC and spell attack bonus for its attacks and save DCs.

Machinant

Medium Construct, Neutral

AC 13 + your proficiency bonus

HP 20+ 4 x your cleric level

Speed 30 ft.

    Mod Save
STR 10 +0 +0
DEX 16 +3 +6
CON 16 +3 +6
    Mod Save
INT 6 -2 -2
WIS 12 +1 +4
CHA 6 -2 -2

Immunities: Poison, Psychic, Charmed, Frightened, Poisoned, Exhaustion

Senses: Darkvision 60 ft.; Passive Perception 10

Languages: Understands the languages you know, and can communicate in them.

Spellcasting: The Machinant uses your spell attack modifier and spell save DC

Actions

Arc Lash Ranged Spell Attack: Bonus equals your spell attack modifier, range 30 feet. Hit:1d8 +  your wisdom modifier lightning damage.

Servo-Claw Melee Weapon Attack: Your spell attack modifier to hit, reach10 feet. Hit:1d6+ your wisdom modifier bludgeoning damage.

Bonus Actions:

Help, repair. The Machinant can take the Help action, or repair an object or construct that does not have levels, restoring 1d8 + your Wisdom modifier hit points.

The Machinant is Unable to attune to any items.

Gearwork Mastery

Your devotion to the Omnissiah manifests in both creation and animation. You have learned to bind life into metal, giving form and function to otherwise inert matter.
At 6th level, you learn the Fabricate, which does not count against your prepared spells. You can cast fabricate once as an action without expending a spell slot per long rest. When you cast Fabricate in this way, you can animate one nonmagical object you create. The object remains animated for 8 hours. This object is commanded with the same bonus action as the servitors.

Awakened Gear

Tiny Construct, Neutral

AC 12

HP 2 x half your cleric level

Speed 20 ft.

    Mod Save
STR 4 -3 -3
DEX 16 +3 +7
CON 7 -2 -2
    Mod Save
INT 6 -2 -2
WIS 10 +0 +4
CHA 6 -2 -2

Resistances: Bludgeoning, Slashing, Piercing.

Immunities: Poison, Psychic, Charmed, Frightened, Poisoned, Exhaustion

Senses: Darkvision 30 ft.; Passive Perception 15

Languages: Understands the languages you know

Spellcasting: The Awakened Gear uses your spell attack modifier and spell save DC

Traits:
Mundane Utility: The Gear can interact with objects and perform simple tasks (open doors, carry items, press levers) as an action.
Search Mode: The Gear can use its action to search a 30 ft radius searching for hidden objects, traps, or secret doors; it makes a Wisdom (Perception) check at +10.
Explosive Hijinks : The Gear can carry small mundane equipment that you give to it. As an action, it can throw one item up to 20 ft. The Gear can make a DC 15 Wisdom (Medicine) check with a +4 bonus when within 5 feet of a dying creature. Upon success it stabilizes it.

When an awakened gear is within 10 feet of an ally, they recieves an additional +1 to AC. This cannot stack.
When a creature you can see within 10 feet of the Gear takes damage, you can use your reaction to have the Gear take that damage instead. This only transfers the damage itself, not any additional effects, and the damage cannot be reduced.

Bonus Actions:

Help, repair. (The repair action restores 1d8+wis HP to an object or a construct that does not have levels.)

The Awakened Gear cannot attune to any items.

 

 


Servitor Upgrade:

Your servitor's Arc Lash deals an additional 2d6 damage, and it gains an additional +2 bonus to attack and damage rolls.

Omni-Machinant Maximus

At 17th level, your communion with the Omnissiah extends to yourself.
You count as both your original creature type and a construct. You no longer need to eat, drink, breathe, or sleep. You are immune to disease, poison damage, and the poisoned condition. Your body is no longer subject to the normal effects of aging; you cannot suffer age-related penalties, even by magical means, though you still die when your time is up. 

In addition, you can now summon an Omni-Machinant. To summon an Omni-Machinant, you must spend 2 Channel Divinities, or cast Creation at 6th level or higher as an action. The Omni-Machinant remains until it is destroyed. Once an Omni-Machinant is summoned, the slot used to create it cannot be used again until the Machinant is destroyed. If a feature or item allows you to use this feature withour expending its uses, the Omni-Machinant explodes upon appearing, dealing 40d6 damage to the person attempting to summon it.  It acts immediately after your turn and follows your mental commands which you issue with a bonus action. This bonus action is also used to command any Machinants.

Omni-Machinant

Huge Construct, Neutral

AC 16 + your proficiency bonus.

HP  25+ 10 x your cleric level

Speed 30 ft., 30 ft climb.

    Mod Save
STR 22 +6 +12
DEX 14 +2 +2
CON 22 +6 +12
    Mod Save
INT 13 +1 +1
WIS 14 +2 +2
CHA 6 -2 -2

Resistances: Lightning, Thunder, Radiant.

Immunities: Poison, Psychic, Charmed, Frightened, Poisoned, Exhaustion

Senses: Darkvision 120 ft.; Passive Perception 16

Languages: Understands the languages you know, and can speak them.

Spellcasting: The Machinant uses your spell attack modifier and spell save DC

Traits: 

 

Overwatch Protocol.

When you cast a cleric spell, the Omni-Machinant Prime can use its reaction to do the following:
Move up to half its speed without provoking opportunity attacks, or make one attack.

Actions

Pulse Cannon Ranged Spell Attack: Bonus equals your spell attack modifier, range 120 feet. Hit:4d10 +  your wisdom modifier lightning damage.

Macro-Claw Melee Weapon Attack: Your spell attack modifier to hit, reach 15 feet. Hit:3d8+ your wisdom modifier bludgeoning damage. If the attack hits, the target is grappled (escape DC = your spell save DC). While grappled in this way, the target is restrained and takes 2d8 bludgeoning damage at the start of its turn.

Bonus Actions:

Aegis Prime(5-6) You and creatures of your choice within 30 feet of the Omni-Machinant Prime gain half cover and resistance to force damage until the start of your next turn.

The Omni-Machinant is able to attune to items, and counts as a level 10 cleric for those purposes.


As an action, you can command the Omni-Machinant to deploy its integrated workshop. While in workshop mode, the Omni-m speed becomes 0, and it cannot take any other actions than the Repair command.
While deployed, and while you are within 5 feet of the Servitor you have advantage on ability checks you make with Tinker’s Tools.
As an action, the Omni-Machinant can start repairing an object or piece of equipment that fits in a 10-feet cube, restoring it to working order. This can repair broken, jammed, damaged, or misfired weapons, armor, tools, or mechanisms.
This repair takes 18 seconds. (3 rounds).

The Omni-Machinant can revert from workshop mode as a bonus action.

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