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Gearpriest

By October 22, 2015September 19th, 2022Cleric

Divine Domain
Comments from the Finger: The Magitech is back! 
     The gearpriests are almost essential to any good Magitech campaign. In a world where magic is at equal odds with technology and the odd construct is actually alive, at least one branch of religion will move to channel this power.

Gear Domain

Clerics who venerate the gods of machines –  such as Primus, the One and Prime – are rare and secretive, promoting a divine idea of Order called the Gears of the Universe. It’s not clear which events align with the Gears and which run counter to them, but Gearpriests employ constructs and magitech alike to see the Gears realized, employing the efforts of Tech Knights whenever possible to that end.

Gear Domain Spells
1st         guiding bolt, thunderwave
3rd        barkskin, heat metal
5th        protection from energy, lightning bolt
7th        dimension door, fabricate
9th        animate objects, creation

Turn Machines
Beginning when you choose this domain at 1st level, your Turn Undead Channel Divinity and Destroy Undead features can target constructs in addition to undead.

Repair 
At 1st level, any spell you cast that restores hit points affects constructs as it would living creatures.

Channel Divinity: Armor Lock
Beginning at 2nd level, as an action on your turn you can expend your Channel Divinity to magnetically lock a construct, suit of metal armor, or machine of any type within 30 feet of yourself for 1 minute. If this target provides no resistance, such as an unoccupied cart, the object ceases all function and any moving components become immobile. If this target would provide resistance, such as an animate construct or an occupied suit of armor, the target must make a Strength saving throw, if possible, or be rendered immobile: unable to move and incapacitated. If applicable, the target may repeat this saving throw at the end of each of its turns to end this effect early.

Inhibit Construct
By 6th level, when a construct attacks you, it must make an Intelligence saving throw. On a failed save, it’s attack misses. A creature that succeeds this save is immune to this effect for 24 hours.

Compel Construct
At 6th level, you gain the ability to influence constructs. You can cast the spell command at will, targeting only creatures with the construct type. A creature that succeeds a save against this spell is immune to this effect for 24 hours.

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.

Antitech Field
At 17th level, you can produce a field which disables technology. As an action, all technology driven by magic, including magitech armor and upgrades, within 10 feet of you fails. Constructs must make a Wisdom saving throw or be considered paralyzed for 1 minute. This field lasts for 1 minute while you concentrate on the effect. After using this ability, you cannot do so again until you complete a long rest.

Awaken Construct
At 17th level, in a ritual requiring 1 hour of focus, you can awaken a humanoid-shaped construct to humanlike sentience. This ability does not work on constructs that are constructs only temporarily (such as objects affected by an animate objects spell).
     The target construct’s Intelligence, Wisdom, and Charisma scores become 10, if they are lower. The construct gains a true neutral alignment and this alignment may change by the circumstances the awakened construct finds in life. The awakened construct acts independently and may choose not to align with you if it so desires.

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