Technocleric (5e Subclass)

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Techno Domain[edit]

Cleric Subclass

Despite what some may think, the Tech Domain is quite a bit different from those of the forge. Clerics of the Tech Domain believe that to truly create fantastic devices, they must be able to experiment in a wide range of work. The more complex the tool, the more vast their craft, that is a true sign of worship to gods of the Tech Domain. To be a cleric of tech, it is not just about creating wonderful pieces, but standing for the betterment of the world and one's self. Like the technology they create, there is always room for improvement.

Tech Domain Spells
Cleric Level Spells
1st feather fall, searing smite
3rd heat metal, kinetic jaunt
5th ashardalon's stride, conjure barrage
7th fabricate, summon construct
9th animate objects, creation
Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Tools of the Faith

At 1st level, you gain proficiency in firearms and tinker's tools. You can use tinker's tools as your spell casting focus.

Crafter of Prayers

Starting at 1st level, tinkering with materials is your worship and can bring forth anything your mind conjures. You can now use tinker's tools as your spellcasting focus. Additionally, as an action, you can craft one nonmagical item of your choice in an unoccupied space within 5ft of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your Cleric level, and the item must be Medium or smaller. The item is perfectly polished, and a creature feels creatively inspired when holding it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a use of your Channel Divinity to use this feature again.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 17th level (Huge).

Channel Divinity: Tinker's Tendrils

At 2nd level, you can use your Channel Divinity to create a marvel of magi-tech engineering.

As an action, you channel your skills and magic to create a pair of magical, metal tendrils that extend from the back of your armor. You can only create these tendrils if you are wearing medium or heavy armor. They last for 1 hour or until you are knocked unconscious or die. While these tendrils are out, you gain a +1 bonus to AC.

When you create these tendrils, you can determine their design and type, choosing from the Tinker's Tendrils table. On each of your turns, you can take a bonus action to activate the tendrils and cause the corresponding effects.

Tinker's Tendrils
Tendrils Activation
Plasma Forgers The tendrils blast concentrated flames in an adjacent 15ft long, 10ft wide line that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Radiant Blasters Make a ranged spell attack, originating from the tendrils, at one creature or object within 90 feet of it. On a hit, the target takes 1d8 + your spellcasting modifier radiant damage.
Shocking Hands Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. ​The spell’s damage increases at 11th level to 3d8
Proof of Devotion

Starting at 6th level, you create the greatest of inventions as proof to your deity that you truly believe in their way of the craft. You learn 6 infusion from the artificer infusions list. You follow all of the same rules as the Artificer feature, and cannot take an infusion if it has a level prerequisite above 6th level. Whenever you gain a level in this class, you can replace one of the infusions you learned with a new one.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the electrifying power of tech. 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.

Divine Creations

At 17th level, your craftsmanship is fit for the gods themselves. You now ignore all level prerequisites when choosing infusions and may replace any you know with others when reaching this level. Additionally, while your Tinker's Tendrils are active, you have resistance to bludgeoning, piercing, and slashing damage.

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