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Automaton Domain (Cleric)

The Automaton domain encompasses all that is mechanical. In the setting of Vernestus, machinery is a sacred concept. Powered by the electricity of the Real God Machine, some machines have even achieved life, such as the chrones and the warforged. Clerics of the Automaton domain uphold vitues such as innovation, adhering technology in society, and domination.

Automaton Domain Spells Cleric Level Spells 1st shield, witch bolt 3rd enhance ability, pyrotechnics 5th haste, tiny servant 7th fabricate, dimension door 9th animate objects, skill empowerment

Bonus Proficiencies At 1st level, you gain proficiency with industrial weapons. Also, you learn to speak, read, and write Digit, the language of constructs.

Electric Reflexes Also at 1st level, you can become quick as lightning. As a bonus action on your turn, you give yourself a special reaction which you can use in addition to your normal reaction. The special reaction lasts for 1 minute or until you use it. You can't have more than one special reaction at a time. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Dominate Construct Starting at 2nd level, you can use your Channel Divinity to dominate and control a construct. As an action, you present your holy symbol and attempt to take control of a construct within 30 feet. The construct must succeed on a Wisdom saving throw with a DC equal to your spellcasting ability modifier, or be charmed by you for 1 minute. Constructs that are immune to being charmed can still be charmed by this feature. The construct automatically succeeds on the saving throw if its CR is greater than or equal to your level. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use your action to telepathically command the construct to move up to its speed and take an action. The construct moves and takes its actions on your turn. You can also cause the construct to use a reaction, but this requires you to use your own reaction as well. If you don't issue an order, the construct defends and preserves itself to the best of its ability. Each time the construct takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, it is no longer charmed.

Channel Electricity At 6th level, you gain the ability to channel electricity around your body. When you make an attack with an industrial weapon or when you cast a spell that deals lightning damage, you can cause lightning sparks to form a protective shield around your body until the start of your next turn. When a creature hits you with a melee weapon attack while you are covered in sparks, they take lightning damage equal to your Wisdom modifier (minimum of 1). A creature can only be damaged this way once per turn.

Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.