Clockwork Domain

Historical gods of blacksmiths such as Hephaestus/Vulcan, Govannon, or Gu can serve as patrons, as can mortals-turned-gods renowned for their engineering skill, like Daedalus. The emergence of clockworks in a society represents both a shift in magic and in thought, and the clockwork powers seek careful, dedicated, and unrelenting followers. They are guardians of order, progress, and industry. Some, the followers of evil gods, seek to grind everything under the ceaseless cogs of might, while followers of neutral or good clockwork gods seek instead to shape society under the belief that all benefit when everything works in harmony.

Bonus Proficiencies

At 1st level, you gain proficiency in clockmaker’s tools and heavy armor.

Blessing of the Gears

At 1st level, your divine insight grants you advantage on attacks made against clockwork creatures and other constructs.

The following spells are available to you, in addition to the standard cleric’s spell list.

Clockwork Domain Spells
Cleric Level Spells
1st analyze device, pendulum
3rd repair metal, winding key
5th overclock, soul of the machine
7th read memory, steam blast
9th mechanical union, mass repair metal

Channel Divinity: Construct Mastery

Starting at 2nd level, you can use your Channel Divinity to bring constructs under your control. As an action, you can compel one construct you can see within 30 feet of you to make a Wisdom saving throw against your cleric spell save DC. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or one of your allies. When the effect ends, the construct is aware it was magically controlled by you.

Improved Mending

At 6th level, spells you use that heal or repair damage to clockwork creatures, objects, or constructs restore the maximum possible hit points.

Channel Magic

Beginning at 8th level, you can designate one construct that you control to serve as a channel for your divine magic. You can cast spells on that creature that normally only target yourself. Also, you can deliver touch spells through your designated construct. These abilities work only if the construct is within 60 feet of you.

Clockwork Apotheosis

Beginning at 17th level, you can use your action to merge with a construct you control for 1 minute. Doing so restores your hit points, but not other class features, as if you had a long rest. For the duration you gain all of the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. You cannot use this feature again until you have completed a long rest.

Section 15: Copyright Notice

Deep Magic: Clockwork © 2016 Open Design; Author: Scott Carter.

This is not the complete section 15 entry - see the full license for this page