Clockwork domain

he emergence of clockworks
in a society represents both a shit in magic and in
thought, and the clockwork powers seek careful,
dedicated, and unrelenting followers. hey are
guardians of order, progress, and industry. Some, the
followers of evil gods, seek to grind everything under
the ceaseless cogs of might, while followers of neutral
or good clockwork gods seek instead to shape society
under the belief that all beneit when everything
works in harmony.

Bonus Proiciencies: At 1st level, you gain
proiciency in clockmaker’s tools and heavy armor.
Blessing of the Gears: At 1st level, your divine
insight grants you advantage on atacks made
against clockwork creatures and other constructs.

Clockwork Domain Spells
he following spells are available to you, in addition
to the standard cleric’s spell list.

Cleric Level Spells
1st analyze device, pendulum
3rd repair metal, winding key
5th mechanical union, steam burst
7th machine sacrifice, timeless engine
9th foresight, time jump

Channel Divinity: Construct Mastery
Starting at 2nd level, you can use your Channel
Divinity to bring constructs under your control. As
an action, you can compel one construct you can see
within 30 feet of you to make a Wisdom saving throw
against your cleric spell save DC. If the saving throw
fails, the construct becomes friendly to you and obeys
your commands for 1 minute or until it takes damage
from you or one of your allies. If the saving throw
fails by 5 or more, the duration is extended to 1 hour,
until you use this ability again, or until the construct
takes damage from you or one of your allies. hen
the efect ends, the construct is aware it was magically
controlled by you.

Improved Mending
At 6th level, spells you use that heal or repair damage
to clockwork creatures, objects, or constructs restore
the maximum possible hit points.

Channel Magic
Beginning at 8th level, you can designate one
construct that you control to serve as a channel
for your divine magic. You can cast spells on that
creature that normally only target yourself. Also,
you can deliver touch spells through your designated
construct. hese abilities work only if the construct is
within 60 feet of you.

Clockwork Apotheosis
Beginning at 17th level, you can use your action to
merge with a construct you control for 1 minute.
Doing so restores your hit points, but not other class
features, as if you had a long rest. For the duration
you gain all of the immunities and qualities of the
construct, and you can cast spells, use class features,
and communicate normally even if the construct
would not be able to do so. You cannot use this feature
again until you have completed a long rest.

ANALYZE DEVICE
Clockwork (divination) cantrip
Casting Time: 1 hour
Range: Touch
Components: V, S, F (a complete set of clockworker’s
tools)
Duration: Instantaneous
You discover all mechanical properties, mechanisms,
and functions of a single construct or clockwork
device, including how to activate or deactivate those
functions, if appropriate.

PENDULUM
1st-level clockwork (enchantment)
Casting Time: 1 action
Range: Touch
Components: V, S, M (small pendulum or metronome
made of brass and rosewood worth 10 gp)
Duration: Concentration, up to 1 minute
You give the target creature a degree of regularity in
its motions and fortunes. If the target fails a Wisdom
saving throw, then for the duration of the spell it
doesn’t make d20 die rolls but instead follows the
sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.

REPAIR METAL
2nd-level clockwork (transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A damaged construct or metal object regains 1d8 + 5
hit points when this spell is cast on it.
At Higher Levels: he spell restores 2d8 + 10 hit
points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20
at 8th level.

WINDING KEY
2nd-level clockwork (transmutation)
Casting Time: 1 action
Range: 60 feet
Components: V, M (an ornately carved silver key
worth 50 gp)
Duration: Concentration, up to 1 minute
You target a construct, giving it an extra action or
move on each of its turns.

MECHANICAL UNION
5th-level clockwork (transmutation)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny hammer and
adamantine spike worth 100 gp)
Duration: Concentration, up to 1 hour.
You can take control of a construct by voice or mental
commands. he construct makes a Wisdom saving
throw to resist the spell, and it gets advantage on the
saving throw if its CR equals or exceeds your level
in the class used to cast this spell. Once a command
is given, the construct does everything it can to
complete the command. Giving a new command
takes an action. Constructs will risk harm, even go
into combat, on your orders but will not self-destruct;
giving such an order ends the spell.

STEAM BLAST
4th-level clockwork (evocation)
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, F (a tiny copper ketle or boiler)
Duration: Instantaneous
You unleash a burst of superheated steam in a
15-foot radius centered on you. All other creatures in
that area take 5d8 ire damage, or half damage with
a successful Dexterity saving throw. Nonmagical
ires smaller than a bonire are extinguished and
everything becomes wet.
At Higher Levels: hen you cast this spell using a
spell slot of 5th level or higher, add 1d8 damage per
spell level.

MACHINE SACRIFICE
8th-level clockwork (necromancy)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a construct with at least 3 HD,
which is consumed in the casting)
Duration: Concentration, up to 1 minute
You sacriice a willing construct you can see to
imbue a willing target with construct traits. he
target gains resistance to all nonmagical damage and
gains immunity to the blinded, charmed, deafened,
frightened, petriied, and poisoned conditions.

TIMELESS ENGINE
7th-level clockwork (transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled
You halt the normal processes of degradation and
wear in a nonmagical clockwork device, making
Deep Magic Clockwork Magic normal maintenance unnecessary and slowing fuel
consumption to 1/10th of normal. For magical
devices and constructs, the spell greatly reduces wear.
A magical clockwork device, machine, or creature that
normally needs daily maintenance only needs care once
a year; if it previously needed monthly maintenance, it
now requires atention only once a decade.

TIME JUMP
8th-level clockwork (transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You throw a construct forward in time, if it fails a
Constitution saving throw. he construct disappears
for 1d4 + 1 rounds, during which time it cannot act
or be acted upon in any way. hen the construct
returns, it is unaware that any time has passed.
Cleric

Clockwork domain

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