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
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8/3/2021 1:38:52 PM
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5
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2
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Coming Soon
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