Cleric Domains
At 1st-Level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice:
Machine Domain
Gods of Technology are patrons of knowledge, artisanry, and industry, backed up by the zealous powers of firearms especially. Those who venerate or prostrate before technology due so because of the modern wonders such inventions provide---and unlike an Artificer who pushes the boundaries of magitech and inventions---a follower of the machine gods do so to allow such devices to work without failure, praying constantly and going to great lengths to protect such constructs from harm or constantly maintain or clean the parts of the machine, and wait for their gods to reveal the next stage of mechanical ascendancy. The Gods of the Machine teach that all of their followers, both born or constructed serve great purposes in the grand matrix of the great machine called life, and that every creature and their possessions play a part in it. Clerics of those deities bear with them the spiritual and material knowledge, guiding or bring communities into the great fold or seeking to find lost relics and devices of their following, or being given visions of the next prophetic construct, such as printing presses, auto-forges, or golem gods. Such followers arm themselves to the teeth, using their knowledge and strength in wealth to protect what they consider dear, toting guns and gear in high supply. Deities of this domain include the Omnissiah from 40k, the V8 from Mad Max, and Mekhane of the Church of the Broken God from SCP.
Machine Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Teachings of the Technogod, Defensive Matrix |
2nd | Channel Divinity : Calamity Round |
6th | Offensive Matrix |
8th | Divine Strike |
17th | Host of the Machine God |
Domain Spells
1st-Level Machine Domain Cleric feature
You gain domain spells at the cleric levels listed in the Order Domain spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.
Machine Domain Spells
Cleric Level | Spells |
---|---|
1st | fog cloud, unseen servant |
3rd | blur, levitate |
5th | conjure barrage, tiny servant |
7th | fabricate, resilient sphere |
9th | animate objects, conjure volley |
Teachings of the Technogod
1st-Level Machine Domain Cleric feature
You learn the Gungnyr cantrip, and you gain proficiency with Renaissance Firearms and Tinker's Tools.
Defensive Matrix
1st-Level Machine Domain Cleric feature
Your spells manifest a protective aura around your allies. Whenever you cast a spell of 1st-Level or higher and target an ally with the spell, that allied creature gains Temporary HP equal to your Proficiency Bonus + the Spell's Level. If said spell grants Temporary HP already, this feature adds to the total amount gained.
Channel Divinity: Calamity Round
2nd-Level Machine Domain Cleric feature
You can use Channel Divinity to annihilate another creature's body with ammunition.
When you hit a creature with a ranged attack, you can use Channel Divinity to deal extra thunder damage to the target. The damage equals 5 + twice your cleric level.
Offensive Matrix
6th-Level Machine Domain Cleric feature
Your ability to channel destructive energy and detect weaknesses in their targets becomes more potent. Thunder and piercing damage dealt by your weapon attacks, cleric spells, and Channel Divinity options ignore resistance to thunder and piercing damage.
Divine Strike
8th-Level Machine Domain Cleric feature
You gain the ability to infuse your weapon strikes with pressurized energies. Once on each of your turns when you hit a creature with a weapon you deal an additional 1d8 thunder damage. When you reach 14th level, the extra damage increases to 2d8.
Host of the Machine God
17th-Level Machine Domain Cleric feature
The machine spirit is synonymous with your own body granting you the effects:
- You gain Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Weapons.
- You gain Immunity to Thunder damage.
- While you are concentrating on a Transmutation spell, your concentration can't be broken as a result of taking damage.
- You also gain a flying speed equal to your current walking speed.
Gungnyr
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a cosmetic skin)
- Duration: 1 minute
Any metallic weapon you are holding is imbued with deific power. For the duration, the metallic weapon changes into a magical firearm. This magical firearm lasts until the spell ends, and you are proficient with it, to which it reverts into its original form. It counts as a firearm with a range of 120 feet. If you make a ranged attack with the firearm, you use your Spellcasting Ability instead of Dexterity for the attack and damage rolls, and it deals a 1d12 ballistic damage. The spell ends if you cast it again or if you let go of the weapon.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Machine Cleric Quirks
1d6 | Quirk |
---|---|
1 | The Machine God literally controls all of your actions, that's how your flesh was programmed. |
2 | You never relinquish your tools, you spent your morning hours blessing them |
3 | Knowledge is priceless. Therefore one should not pay for knowledge. |
4 | Your god sends you omens in the form of strange whirring or disrepaired noises of machines in your possession. |
5 | The flesh is weak. |
6 | You love hearing the whir of machines. It's like they're singing the praises of your god! |