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Along with their coarse attitudes and icy nature, the zule are well-known for their affinity for machines. And although a majority of zule worship at the altar of Thrym, the God of Winter and the Neverending Night, some have turned to Omun, the God of Creation and Invention for their blessings. 

Clerics of Omun are consumed with crafting new and better machines.  The smell of oil in the air and the clang of hammer echoing through the halls, their temples are less holy places and more workshops. All zule can speak with machines, but the zulish priests of Omun take it further, commanding and demanding respect from constructs.

In other cultures, deities of this domain include Goibhniu, Hephaestus, Imhotep, and Odin.

Innovation Domain Features


Domain Spells

You gain domain spells at the cleric levels listed in the Innovation Domain Spells table. See the Divine Domain class feature for how domain spells work.


Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with a 2 sets of artisan's tools of your choice. You also become proficient with the Arcana and History skills.

Mechanical Familiar

At 1st level, when you cast the Find Familiar spell, your familiar is a mechanical creation instead of a living creature. The familiar still must take one of the following shapes: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider or weasel. 

However, the familiar you create uses the statistics found at the end of the PHB, but with the following changes:

  • Constructed Nature. The familiar doesn't require air, food, drink, or sleep.
  • Type. The familiar's type changes to construct.
  • Damage Immunities. The familiar is immune to poison and psychic damage.
  • Condition Immunities. The creature is immune to charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions.

Other than its nature, the familiar acts the same as it would were it a living familiar with the exception of the following changes:

  • When the familiar drops to 0 hit points, it is broken and falls into pieces. In order to reassemble it, you must cast Find Familiar again.
  • You cannot dismiss your familiar. Instead, you can have it enter a dormant mode and can store it out of sight in a bag or a pocket or somewhere else of your choosing. 

Channel Divinity: Turn Constructs

Starting at 2nd level, you can Channel Divinity to present your holy symbol and speak a prayer chastising constructs. Each construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Damage Constructs

Starting at 6th level, when a construct fails its saving throw against your Turn Constructs feature, instead of fleeing from you, you can make the creature take radiant damage equal to five times your cleric level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of Machines

At 17th level, you gain the ability to command constructs. When you use your Turn Constructs feature, you can instead choose to place the creatures under your command for 1 minute or until it takes damage. During this time, you can take a bonus action on your turn to verbally command what each construct controlled by you will do on its next turn.

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Anonymous

Can you release this as PDF or are you working on a larger PDF to include this in?

dmdave

I can probably put this in a PDF. I might make another one to go with it.