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quinron
2016-10-19, 02:33 PM
Had some trouble coming up with some of these features and may have lost the spirit a bit; I'd really like some feedback. This archetype assumes firearms and magic item crafting as part of the setting.

Gods of industry are not especially common, but they include such deities as Hephaestus, Erathis, Abadar, Jerricen, and the Becoming God. Followers of these gods count themselves among the forerunners of progress, devoted to advancing society or their own personal status through innovations in technology. As magical machinists, clerics of industry are experts in dealing with artillery and constructs, with the most powerful clerics gaining the ability to create and animate the most potent of all constructs: golems.

INDUSTRIAL DOMAIN SPELLS


Cleric Level
Spells


1st
grease, unseen servant


3rd
find traps, heat metal


5th
glyph of warding, lightning bolt


7th
cannonball, fabricate


9th
animate objects, conjure volley




MAKE LIGHT WORK
At 1st level, you learn the mage hand cantrip if you don’t already know it.
While crafting, you are able to magically imbue others with a small amount of your skill. When you are using artisan’s tools to craft, you can treat one other character as if they were proficient with those tools while they help you. When you are crafting magic items, you can treat one other character as if they could cast spells while they help you. This understanding is not complete, however; a character who would not normally be able to help you in crafting only increases the rate of crafting by half of what a creature with the necessary proficiency or spellcasting capability would.

BONUS PROFICIENCIES
Also at 1st level, you gain proficiency with firearms and one set of artisan’s tools of your choosing.

CHANNEL DIVINITY: DISRUPTION
Starting at 2nd level, you can use your Channel Divinity to complicate the functions of living creatures.
As an action, you present your holy symbol to a hostile creature within 30 feet of you, flooding its body with disruptive energies. The creature must succeed on a Constitution saving throw or be stunned until the end of your next turn; if the creature is a construct, it has disadvantage on the saving throw.

CHANNEL DIVINITY: CHARM CONSTRUCTS
Starting at 6th level, you can use your Channel Divinity to exert control over constructs.
As an action, you present your holy symbol and invoke the name of your deity. Each construct creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. This effect ignores immunity to the charmed condition.

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.

GOLEMANCY
At 17th level, you gain the expertise necessary to construct and animate golems. Constructing a golem is similar to constructing a magic item: it requires time and materials based on the type of golem constructed, as listed on the table below. The nature of this animation also requires continuous maintenance; you can expend one spell slot of the level listed on the table to keep the golem animated for 24 hours, after which it shuts down and remains sedentary where it stopped functioning.
You may only have one golem active at a time. Upon animating a second golem, the magic holding the first golem together begins to weaken, and the golem collapses into a pile of its component materials after 24 hours. Most of a collapsed golem’s remains are irreparably damaged, but if collected, they can provide half the material cost for a new golem of the same type.



Golem Type
Crafting Time
Material Cost
Spell Level


Clay
30 days
65,000 gp
6th


Flesh
60 days
50,000 gp
4th


Iron
120 days
100,000 gp
9th


Stone
90 days
80,000 gp
7th





CANNONBALL
4th-level conjuration
Casting Time: 1 action
Range: 600 feet
Components: V, S, M (a small ball bearing made of iron)

A cannonball appears in midair in front of your outstretched palm and is propelled away in a burst of flame. Make a ranged spell attack against the target. On a hit, the target takes 8d10 bludgeoning damage. If the target is Large or smaller, it must succeed on a Constitution saving throw or be pushed 10 feet and knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.