Clockwork Domain

One of the many professions practiced by gnomes is that of the tinker, and their clockworks are most emblematic of gnomish achievement.

Cleric Level Spells
1st floating disk, unseen servant
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, secret chest
9th animate objects, creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and tinker’s tools.

Tinker’s Workstation

At 1st level, you have a tinker’s workstation you carry with you in the form of a portable valise that expand outward into everything you need. This workstation is powered by a clockwork engine, with a variety of arms, lights, and magnifying glasses. It reduces production of soft metal items by one factor, from months to weeks, weeks to days, days to hours, hours to minutes, and minutes to rounds. The workstation weighs 20 lbs. When carried by you (and only you), the workstation’s weight does not count towards your total encumbrance. If your workstation is destroyed, you can create another one with 20 lb. of raw soft metal materials.

Channel Divinity: Clockwork Servant

At 2nd level, you can use your Channel Divinity to imbue an object with life. At the end of a long rest, you place one Tiny, nonmagical object in your tinker’s workstation as an action (it can’t be attached to another object or a surface or be carried by another creature). The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. As a bonus action, you can mentally command the servant if it is within 120 feet of you. (If you control multiple servants with this feature, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the servant will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. The clockwork servant lasts in this form until it drops to 0 hit points, at the end of your next long rest or you die. It then drops to 0 hit points, reverts to its original form, and any remaining damage carries over to that form.

Channel Divinity: Fastcraft

Starting at 6th level, you can use your Channel Divinity to create mundane soft metal items. You conduct a ritual that crafts a nonmagical item that must include some soft metal. Using raw metal materials of the appropriate weight, you can craft a metallic item from the raw materials in record time. You reduce the production time by two factors, from weeks to hours, and hours to rounds (you cannot create an item that would normally take more than four weeks with this ability). You do not need to make a DC check to craft the item. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The creation appears at the end of the duration, coalescing on your tinker’s workstation, which must be within 5 feet of you.


At 8th level, you use your tinker’s workstation to turn a bladed weapon into a buzzing chainblade. At the end of a long rest, you place one Small or smaller nonmagical melee weapon that inflicts slashing damage in your tinker’s workstation as an action. Thereafter, you can use a reaction triggered by inflicting damage with that melee weapon, causing the clockworks to spin the blade when you attack. The reaction causes the attack to deal an extra 1d8 slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8. The buzzing of the chainblade is quite loud and can be heard from up to 300 feet away.

Clockwork Swarm

At 17th level, you create a swarm of clockworks from 10 lb. of soft metal raw materials and your tinker’s workstation. As an action, the soft metal raw materials is consumed and the clockworks appear in a 30-foot cube centered on the tinker’s workstation. The clockworks look like constructs of your choice. As a bonus action, you can mentally command the swarm to move if it is within 120 feet of you. If you issue no movement command, the swarm does not move. The swarm creates the following effects within the cube for 1 minute before breaking down into rubble, making the area difficult terrain:

  • The clockworks inflict 5d6 piercing damage to any enemy creature that ends its turn in the cube.
  • Any damaged objects, structures, or constructs entirely in the cube are healed 5d6 points of damage.
  • Enemy creatures in the swarm wearing armor or wielding weapons must make a Dexterity saving throw. Any creature who fails has a permanent and cumulative -1 penalty to its armor’s AC (destroyed if its bonus drops to 0) and -1 penalty to its weapon’s damage rolls (destroyed if it drops to -5).

You can prolong the duration of the swarm’s existence for 1 minute by spending a spell slot. Once you use this action, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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