Cleric Domain of Circuitry

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Chapter 2 | Subclasses
13

Chapter 2: Subclasses

Since industry has been introduced to Vernestus, people have adopted and perfected its use. This extends not only to the working man, but the adventurer as well. This supplement adds several new subclass options for players setting forth in the Crown. Base classes can be found within the Player's Handbook.

You can choose from amongst the following subclass options when you choose a subclass from your base class. At which level you choose a subclass varies depending on your class, which is also presented in the following table.

Subclasses
Class  Subclass Level Available    Description
Bard  College of the Homefront 3rd    Assists comrades both    on and off the battlefield
Cleric  Automaton  Domain 1st    Dominates constructs    nd others with electric    reflexes
Ranger  Sniper  Conclave 3rd    Controls wide ranges of    land with superior stealth    and weaponry
Sorcerer  Fragment  Origin 1st    Moves fluidly between    the Material and Ethereal    Planes

College of the Homefront (Bard)

The College of the Homefront reached its peak during the War of Establishment, when countless civilian warforged defended their nation not through direct force, but by supplying soldiers with the goods and inspiration they needed to succeed. New bards joining this college do so because they are gifted with determination and wit, but not necessarily martial prowess.

Bonus Proficiencies

When you join the College of the Homefront at 3rd level, you gain proficiency with one type of artisan's tools of your choice. You have advantage with all ability checks made with artisan's tools that you are proficient with.

Improved Inspiration

Also at 3rd level, you gain three additional uses of your Bardic Inspiration feature. Also, you can give additional creatures a Bardic Inspiration die at once when you use your Bardic Inspiration feature, expending an extra use for each creature that receives a die.

Tailored Rejuvenation

Beginning at 6th level, you can tailor your soothing music and restorative abilities to your weary teammates during a short rest. Each creature other than you that restores hit points from your Song of Rest may also gain one of the following benefits:

  • The creature regains all of the hit dice they spent during this short rest.
  • The creature regains spell slots with a combined level of equal to or less than your Charisma modifier. None of the spell slots can be of 4th level or higher.
  • The creature gains temporary hit points equal to twice your bard level.

Once a creature gains an additional benefit from this feature, they can't do so again until they finish a long rest.

Song of Home and Hearth

Starting at 14th level, you can play a lovely song that reminds your companions of the comforts of home. You can play this song while traveling, exploring, or resting. Creatures of your choice within 60 feet of you that can hear the song have advantage on all Intelligence, Wisdom, and Charisma checks, and they have resistance to all damage. Creatures in combat gain no benefit from the song.

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Automaton Domain (Cleric)

The Automaton domain encompasses all that is mechanical. In the setting of Vernestus, machinery is a sacred concept. Powered by the electricity of the Real God Machine, some machines have even achieved life, such as the chrones and the warforged. Clerics of the Automaton domain uphold vitues such as innovation, adhering technology in society, and domination.

Automaton Domain Spells
Cleric Level Spells
1st shield, witch bolt
3rd enhance ability, pyrotechnics
5th haste, tiny servant
7th fabricate, dimension door
9th animate objects, skill empowerment

Bonus Proficiencies

At 1st level, you gain proficiency with industrial weapons. Also, you learn to speak, read, and write Digit, the language of constructs.

Electric Reflexes

Also at 1st level, you can become quick as lightning. As a bonus action on your turn, you give yourself a special reaction which you can use in addition to your normal reaction. The special reaction lasts for 1 minute or until you use it. You can't have more than one special reaction at a time.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Dominate Construct

Starting at 2nd level, you can use your Channel Divinity to dominate and control a construct.

As an action, you present your holy symbol and attempt to take control of a construct within 30 feet. The construct must succeed on a Wisdom saving throw with a DC equal to your spellcasting ability modifier, or be charmed by you for 1 minute. Constructs that are immune to being charmed can still be charmed by this feature. The construct automatically succeeds on the saving throw if its CR is greater than or equal to your level.

While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use your action to telepathically command the construct to move up to its speed and take an action. The construct moves and takes its actions on your turn. You can also cause the construct to use a reaction, but this requires you to use your own reaction as well. If you don't issue an order, the construct defends and preserves itself to the best of its ability.

Each time the construct takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, it is no longer charmed.

Channel Electricity

At 6th level, you gain the ability to channel electricity around your body. When you make an attack with an industrial weapon or when you cast a spell that deals lightning damage, you can cause lightning sparks to form a protective shield around your body until the start of your next turn. When a creature hits you with a melee weapon attack while you are covered in sparks, they take lightning damage equal to your Wisdom modifier (minimum of 1). A creature can only be damaged this way once per turn.

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.

Improved Domination

Starting at 17th level, you can dominate any number of constructs within range when you use Dominate Construct. You can use an action on your turn to telepathically command any number of them. Additionally, when a construct makes a Wisdom saving throw to avoid being charmed by Dominate Construct, they do so with disadvantage.

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Sniper Conclave (Ranger)

Rangers belonging to the Sniper conclave are experts at using gnomish firearms in long distance combat. Snipers use stealth tactics to their advantage, allowing them to kill without alerting the enemy to them or their allies. By strategically securing locations, snipers are invaluable in large scale combat.

Sniper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Sniper Spells
Ranger Level Spell
3rd jump
5th pass without trace
9th nondetection
13th locate creature
17th conjure volley

Bonus Proficiencies

At 3rd level, you gain proficiency with cogwork rifles, flintlocks, hipshooters, muskets, pockmarkers, and revolvers. Also, you gain proficiency in one of the following skills of your choice: Perception, Stealth, or Survival.

Steady Aim

Also at 3rd level, you gain the following benefits when you use a weapon that has the steady property:

  • The long range of the weapon increases by a number of feet equal to 5 x your ranger level.
  • When you make an attack roll with the weapon while you are hidden, the attack doesn't immediately reveal your location. The creature you attack can use their reaction to make a Wisdom (Perception) check with a DC equal to 10 + your Dexterity (Stealth) modifier. If the creature fails the check or chooses not to use their reaction, you remain hidden.
  • After you make an attack roll on your turn with the weapon, you may stow the weapon and draw a single one-handed weapon as a reaction.

High Ground

Beginning at 7th level, you're able to expertly reach vantage points when searching for prey. You gain a climbing speed equal to your walking speed.

Sniper's Cover

At 11th level, you can expertly hide as long as you are within familiar terrain. While you are within your favored terrain, you have advantage with Dexterity (Stealth) checks, and creatures have disadvantage on Wisdom (Perception) checks made to spot you.

Gaert Silvereyes

The most infamous sniper in all of the Crown is undoubtedly a dwarf by the name of Gaert Silvereyes. When Gaert was a boy, he was captured by a dragon, but was given a second chance at life. The dragon bet Gaert to shoot a slug at a wine bottle a mile away, or else he would become the dragon's supper. After tediously testing the wind and preparing the shot, Gaert managed to shatter the bottle. Gaert is now the head honcho of a sniper gang known as the Dragonfire

 

Crackshot

Starting at 15th level, your superior range allows you to stop escaping foes in their tracks. When a creature that you can see moves behind total cover, you can use your reaction to make a ranged weapon attack against that creature. The creature must be within range, you must be wielding a weapon with the steady property, and you must have used a bonus action on your previous turn to steady the weapon in order to make the attack. Attack rolls made with this ability are made with disadvantage.

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Fragment Origin

The Real God Machine was built by Ker to stabilize the Material Plane in its place, allowing for matter and life to exist. At the turn of the Second Era, the Machine was partially destroyed by Lok, somewhat destabilizing the world. You are one such entity that was born torn in twain or randomly bereaved of your physical body.

Your magic comes from fluctuations in the balance of the universe, allowing you to tap into the Ethereal Plane at will. With it, you have essentially become a partial ghost, a mere shadow of a full being. Others of this origin often lack a complete set of emotions and clear morals, and appear strange and alien to passerby.

Fragmented Body

Starting at 1st level, your body is but a fragment of a whole. You can step into the Ethereal Plane as an bonus action on your turn. You remain there until the end of your next turn, returning to the space you vanished from. If that space is occupied, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can also return as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Once you use this feature, you can't do so again until you finish a short or long rest.

Paranormal Flair

Also at 1st level, you have a well of ghostly power you can draw upon. You know the thaumaturgy cantrip, which doesn't count against your number of cantrips known. You can cast thaumaturgy once on each of your turns without expending an action.

Wane

Beginning at 6th level, you can momentarily cause your body to become ghostly and intangible. Your limbs can't be bound by nonmagical bindings such as rope or manacles, and you have advantage with any Strength (Athletics) or Dexterity (Acrobatics) checks made to stop being grappled or restrained. You can also don or doff any armor or clothing as an action. Additionally, you can spend 1 sorcery point to cast the feather fall spell, targeting only yourself.

Incorporeal Flesh

Starting at 14th level, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Additionally, you can move through other creatures as if they are difficult terrain. You take 1d10 force damage if you end your turn inside a creature, and you are shunted towards the nearest unoccupied space.

Destabilize Area

Starting at 18th level, you can take up to six other creatures within 60 feet of you to the Ethereal Plane when you use your Fragmented Body feature. An unwilling creature has to make a Charisma saving throw against your spell save DC. On a success, it is not transported to the Ethereal Plane. Once you leave the Ethereal Plane, so do all of the creatures brought there by you. Each creature returns to the space it vanished from. If a creature's space is occupied, it appears in the nearest unoccupied space (chosen at random if more than one space is available).

Additionally, you gain the ability to extend your time in the Ethereal Plane. You can use a bonus action on each of your turns to extend the duration of your Fragmented Body feature until the end of your next turn, up to an additional minute.

Art Credit

Bard by Pathfinder

Cleric by theDURRRRIAN

Sniper by Serg-Natos

Sniper Background by Charity A. Lamb

Ghost by Tyler Jacobson

 

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