Machine Domain

Machines are progress, efficiency, and the rise of the mundane and common to power. The influence of machines is relatively new in the cosmos and not particularly strong. But by its nature it begins humble and grows unstoppable. The domain is favored by clerics who wish to improve the world through technology and not the arcane. Constructs, sentient and otherwise, fall under this domain and they frequently worship gods in this sphere.

The resistance to magical influence has been set into the core of the machine ideology, originating in golems and their protection from spells. Long held by the elite and chosen, magic is not a tool for all to wield, and so priests of machines obstruct it.

Machine Domain Features

Cleric Level Feature 1st Domain Spells, Automata Prophet, Homunculus 2nd Channel Divinity: Repel Sorcery 6th Clockwork Heart 8th Divine Strike (1d8) 14th Divine Strike (2d8) 17th Magnum Opus

Domain Spells

You gain domain spells at the cleric levels listed in the Machine Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Machine Domain Spells

Cleric Level Feature 1st identify, unseen servant 3rd find traps, silence 5th counterspell, dispel magic 7th fabricate, guardian of faith 9th animate objects, antilife shell

Automata Prophet

At 1st level, because of your place as a priest of the world's machinery, you gain proficiency with heavy armor and tinker's tools.

In addition, when you cast a spell with a range of touch, any friendly construct can deliver the spell as if it had cast the spell. The construct must be within line of sight and no more than 60 feet away from you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Unseen servants and guardians of faith count as constructs.

Craft Homunculus

You learn the find familiar spell but can only cast it as a ritual. Additionally, you cannot perform the ritual without tinker's tools and at least 1 cubic foot of material with which to craft your homunculus, such as stone, metal, or clay.

When you cast the spell, instead of choosing one of the listed forms, the familiar is a homunculus and it remains a construct. You cannot change the form of your homunculus.

Channel Divinity: Repel Sorcery

At 2nd level, you can use your Channel Divinity to bolster your allies against physical and magical harm.

As an action, you, and creatures of your choice within 5 feet of you or a friendly construct, gain a +1 bonus to AC and have advantage on saving throws against spells and other magical effects until the end of your next turn. You count creatures affected by this ability as constructs, in addition to their normal creature type.

Clockwork Heart

At 6th level, you grow closer to the constructs which you serve, physically and spiritually. You gain resistance to lightning damage.

In addition, whenever a friendly construct delivers a spell using its reaction, you can deal lightning damage equal to the spell's level to a creature within 10 feet of the construct.

Divine Smite

At 8th level, you gain the ability to infuse your weapon strikes with the strength of machines. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Magnum Opus

At 17th level, your faith has fashioned you into the perfect fusion of mortal and mechanics. You gain the following benefits: