Domain of Clockwork | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Domain of Clockwork

Followers of the Clockwork Domain aren’t necessarily Holy individuals, but more so tinkers, inventors, and students of industry. Obsessed with the concept of all things mechanical, Clockwork Clerics study diligently from Prime, Chief Overseer of the Mechanus Realm, in order to further understand the mysteries of Order, Synergy and the betterment of organic species through the study of the synthetic. Followers of Prime have managed to achieve respect among the synthetic hierarchy by developing and creating platforms on the mortal plane, further extending the reach of the Infinity Web. They invent and build to increase the flow of information, and Clockwork Clerics receive Prime’s protection in return.    

Spell Table

Level Spell
1st Identify, Summon Monodrone
3rd Knock, Sentry Turret
5th Protection from Energy, Summon Lesser Modrons
7th Fabricate, Summon Advanced Modrons
9th Animate Objects, Summon Greater Modrons

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with all ranged weapons and tinker’s tools.    

Reinforced Armor

At 1st level, you gain the ability to reinforce your armor with nanofibers from the infinity web. Once per long rest, you can touch one nonmagical suit of armor. Until the end of your next long rest or until you die, the object becomes magically reinforced, granting a resistance to physical damage. Once you use this feature, you can’t use it again until you finish a long rest.      

Channel Divinity: Infinity Web Search

Starting at 2nd level, you can use your Channel Divinity to glean useful information you may otherwise be unaware of. Once per long rest, you can think of information you or your party need that you may otherwise have a difficult time unearthing on your own. You can utilize the Infinity Web of the Mechanus Realm to find this information. This information could be as simple as a name, or as complex as the potential location of a hidden artifact. You can be as descriptive as you can imagine, but how your information is relayed back to you and in what amount is solely up to the DM’s discretion. You also gain advantage on intelligence-based skill rolls and ability checks for the next hour.    

Field Medic Drones

Starting at 6th level, your mastery over your automatons grants you special abilities:
  • Your mechanical summons can be used for moderate healing as well as offense.
  • Any conjured machine on the battlefield can use its regular attack power to administer quick healing to your allies. When using your bonus action to issue a command, you can instead use its damage roll to heal a willing ally. For example, if an ally is in the field of view of a Sentry Turret you’ve cast, it can use its 4d4 damage roll as bonus hp to the target. The target must make a Constitution saving throw equal to or higher than your Spellcasting Modifier, or the healing is only half as effective.
  • Automatons with the Multiattack feature use this healing mechanic in place of their attack action, effectively negating their Multiattack action for that turn.
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    Clockwork Strike

    At 8th level, you gain the ability to apply your aptitude for industry to your weapon strikes with the power of steam and clockwork. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.    

    Master of the Machine

    At 17th level, your mastery over gadgets and machines becomes more powerful:
  • Your summoned constructs last twice as long.
  • While wearing reinforced armor, you also have a +1 bonus to AC. This bonus increases to +2 when you hit level 20.

  • Created by

    Lord Mcberry.

    Statblock Type

    Feat

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