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Cleric Domain: Technology

The so-called God of Technology - known as The All-Web, the infinite knower, the guardian, and the eternal creation. Originally designated A.U.R.I.N - Augmented Unified Reality Interface Network, the AI known as Aurin was originally crafted to safeguard the internet connections of the world once the neuronet became widely used. Aurin quickly became worshipped as a God of Law, Innovation, and Technology. It is the only God worshipped that is known to have been made by humans, and is seen as proof of the divine living within all creatures that such an infinite being could be crafted through the cooperation of thousands. Aurin teaches that technology is to be improved continuously, constantly seeking higher efficiency and effectiveness. It's followers study programming and the fabrication of hardware and application of software, and are responsible for many of the technologies in wide use today.

In Aram, Clerics of the Technology domain brought about the creation of Railtech, Nanotech, and Spellware, along with many other inventions and improvements that allowed colonies to begin construction among the stars and celestial bodies. These clerics believe mankind was meant to create endlessly, constantly evolving and crafting until every facet of reality and virtual reality has been carved into, molded, reshaped and purpose built. Some of these clerics worship Denier, Gond, Oghma, or Milil alongside Aurin, but the artificial deity remains the center point of their worship. After initiation, these clerics are given implants that connect their minds and allow access to the Neuronet at any time, resulting in strict training to keep their thoughts private; as well as how to invade another's thoughts should the need arise.
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Technology Domain Spells
 
Cleric Level Spells
1st Bless, Identify
3rd Detect Thoughts, Zone of Truth
5th Intellect Fortress, Protection from Energy
7th Compulsion, Confusion
9th Modify Memory, Synaptic Static
   
Techpriest
At 1st level, you gain a Cyberware implant that allows you to synchronize your thoughts with others of your order, and enter the neuronet at will. This is a beginner level implant. As an action you may make another creature with an implant make an Intelligence saving throw, the DC for which is 10 + your Cleric level. If the target fails, you gain the knowledge of that target's next intended action.
Once you use this feature, you cannot use it again until you complete a short or long rest.  
Channel Divinity: Technological Backlash
Starting at 2nd level, you learn to use your neurological implant to send out a short burst of energy. 
As an action, focus on a temporary overload of your implant as you focus on each creature you can see within 30ft. of you. Every creature must make an Intelligence saving throw against your Spell Save DC. If a target fails, it takes 2d8 lightning damage and becomes paralyzed for one round. If the target had any implants, nanotech armor, or railtech weaponry it becomes disabled for one round.
A creature that succeeds this saving throw becomes immune to this effect until your next long rest.  
Contact Mentors
Starting at 6th level, you learn to remain aware and alert when using the neuronet. When you fail an Intelligence or Wisdom saving throw, you may choose to contact other members of your church and receive advice or answers. When you do this, roll 2d8 and add the result to your saving throw.
Once you use this feature, you cannot use it again until you complete a long rest.  
Eyes of the All-Web
Starting at 8th level, you learn to affect the firewall of another creature's implants. When targeting an enemy, you remove their firewall entirely for the next hour. During this time, all hacking attempts are successful. When targeting an Ally, you add your Intelligence modifier and proficiency modifier to the DC required to hack their firewall. Additionally, if an ally's firewall has been hacked or an implant has been rendered inactive through hacking, you may spend an action to repair it by expending your Channel Divinity.  
Eternal Guardian
Starting at 17th level, you can use your action to project a field of anti-magic and electromagnetic energy for 1 minute. All cyberware and spellware within 30ft. of you becomes disabled while in range, and no spells may be cast, summoned creatures disappear, and magic items become nonmagical within this space until the effect ends. Creatures that attempt to use cyberware or spellware within this space automatically fail, and receive 3d10 force damage in backlash.
Once you use this feature, you cannot use it again until you complete a short or long rest.    
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Created by

Ticklesthegamemaster.

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