Shadows of Dakaron

The World of Dakaron – a unique fantasy setting that has everything from a creeping desert, a living forest, powerful beings struggling for control behind the scenes, and a variety of races and cultures trying to survive it all.

Domain – Machine

There are clerics who venerate the deities of living constructs, like Ac’Tu, and those that seek to bring the power of the Eldar to bear, like Vasu.

Machine Domain Spells

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

Cleric LevelSpells
1stgrease, identify
3rdarcane lock, heat metal
5thlightning arrow, tiny servant
7thfabricate, Leomund’s secret chest
9thanimate objects, wall of force

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. In addition, any spell you cast that restores hit points affects constructs as if they were living creatures.

Clockwork Assistant

Also at 1st level, you may spend 1 hour and 10 gold pieces worth of parts building a clockwork assistant, a tiny mechanical creature loyal to you. This assistant acts independently of you, but it always obeys your commands. In combat, it acts on your turn, taking its actions and movement alongside your own. The assistant can’t attack, but it can take other actions as normal. When your assistant drops to 0 hit points, it breaks into a pile of parts, from which you can construct another clockwork assistant with an hour of effort.

When you cast a spell with a range of touch, your assistant can deliver the spell as if it had cast the spell. Your assistant must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

Your assistant counts as a familiar for the purposes of the spell find familiar, and you may never have more than one clockwork assistant active at any one time.

If your clockwork assistant is damaged, you can attempt to fully heal its hit points by spending one minute repairing it. Make a Wisdom check, add your proficiency bonus if using a pertinent set of artisan’s tolls with which you proficient, against a DC of 10. If successful, your companion’s hit points are fully healed. This check may be repeated, but each failure raises the DC by 5 for the following hour.

Channel Divinity: Constructed Influence

At 2nd level, you gain the ability to influence constructs. When you cast an enchantment spell that targets a living creature, you can choose to instead target creatures with the construct type. A creature that succeeds a save against this spell is immune to this effect for 24 hours.

Channel Divinity: Clockwork Transform

Beginning at 6th level, when a clockwork assistant you control is within 100 feet of you, you can use your Channel Divinity to imbue it with the divine power of technology as an action, transforming it into a more useful form. Your assistant grows to Small size, gains 10 maximum and current hit points, and receives two of the following properties of your choice:

  • Armored. Heavy armored plating is bolted onto the outside of your assistant, increasing its AC to 15.
  • Combat-Ready. You transform your assistant to augment it for combat. Your assistant gains a melee weapon attack, which makes attack rolls with your Wisdom modifier and proficiency bonus, rather than its own statistics. This attack deals 1d6 plus your Wisdom modifier slashing, piercing, or bludgeoning damage (chosen when this property is picked). Your assistant still may not use their action to attack, but you may expend a bonus action on its behalf to have it attack on your turn.
  • Large. Your clockwork assistant grows even more massive than usual, and is considered Large size. The assistant gains a Constitution score of 14, and has 10 additional maximum and current hit points. If the assistant has an attack, it does an additional 1d6 damage.
  • Mount. Your assistant becomes more swift and streamlined, perhaps with a saddle or open cockpit, and may be ridden if it is at least one size category larger than its rider. The assistant’s land movement speed becomes 60 feet, and it gains a Strength score of 14.
  • Rockets. Rockets deploy from your clockwork assistant, giving it a flying speed equal to double its land movement speed.
  • Shield. A reflective shield engulfs your assistant. It gains 20 temporary hit points, and has advantage on Dexterity saving throws for as long as it has temporary hit points from this feature. If your assistant also has the Mount property and you are riding it, you may cause any damage that you yourself would take to first be subtracted from this total, before taking damage yourself from any remainder.

This transformation lasts for one hour, after which your clockwork assistant assumes its usual form.

At 11th level, you may choose three properties off this list when transforming your assistant. At 17th level, you may choose four properties.

Scientific Accuracy

At 8th level, you gain the ability to augment your spells and ranged strikes with a little technological know-how. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 lightning damage. When you reach 14th level, the extra damage increases to 2d8.

In addition, when you succeed on a ranged spell attack with a cleric cantrip or successfully deliver a cleric cantrip with a range of touch from your clockwork assistant, add your Wisdom modifier to any damage it deals.

Simulcra

Starting at 17th level, you learn the spells simulacrum and clone, which are always prepared and count as domain spells for you. Creatures created by the above effects are considered constructs made of metallic parts.

Additionally, you may have up to two clockwork assistants active at once, though you still may only have one transformed at any one time.

credit walrock homebrew http://walrock-homebrew.blogspot.com