Cleric
Base Class: Cleric

Clerics that worship gods of the technology domain are often proponents of progress and technical, mechanical advancement. Frequently called godly artificers for their penchant of manipulating constructs and other machinery, clerics that follow this domain may worship gods of technology, invention, science, and other similar domains, due to the considerable overlap between them.

Technology Domain Spells

 

Cleric Level

Cleric Spells

1st

Remote Access (MM), Grease

3rd

Arcane Lock, Heat Metal

5th

Lightning Bolt, Tiny Servant

7th

Fabricate, Summon Construct

9th

Animate Objects, Telepathic Bond



Technology Domain

When you choose this domain at 1st level, the following cantrips are added to the cleric spell list for you: Dancing Lights, Message, Mending, Produce Flame, and Shocking Grasp. In addition, whenever you make an Intelligence check related to technological items, you can use your Wisdom modifier instead of Intelligence.

Clockwork Familiar

At 1st level, the Find Familiar spell is always prepared for you, it counts as a cleric spell for you, and it doesn’t count against the number of spells you can have prepared. In addition, when you cast Find Familiar, any familiar you summon is clockwork in nature, and has the construct type instead of celestial, fey, or fiend. Finally, when you summon a familiar with this spell, you can choose to summon a homunculus instead of a beast.

Channel Divinity: Charm Construct

Starting at 2nd level, you can use your Channel Divinity to charm constructs. As an action, you present your holy symbol, and each construct of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw, with advantage if you or your companions are fighting it. If the construct fails its saving throw, it is charmed by you for 1 minute or until it takes any damage. While charmed by you in this way, a construct is friendly to you and other creatures of your choice. On a success, or once a creature is no longer charmed, it is immune to this effect until you finish a short or long rest.

Technical Arcana

Starting at 6th level, spells that explicitly have no effect on constructs can affect constructs when you cast them. In addition, your Turn Undead now also affects constructs, but constructs are not affected by your Destroy Undead feature.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Mechanical Divinity

Starting at 17th level, your ability to control constructs improves. While one or more constructs are charmed by your Charm Construct feature, you can use your bonus action to mentally command each charmed construct to move and take actions of your choice on its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2021 1:38:52 PM
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