FishBot
2017-01-08, 01:51 AM
For those of us that weren't quite satisfied with the forge domain
Domain Spells
1st: Identify, Shield
2nd: Heat Metal, Shatter
3rd: Flame Arrows, Protection from Energy
4th: Dimension Door, Fabricate
5th: Animate Objects, Wall of Stone
Bonus Proficiencies
At 1st level, you gain proficiency in 2 sets of artisan's tools and 3 weapons of your choice
Expanded Cantrips
At 1st level, whenever you learn a cleric cantrip you can instead learn a cantrip off the following list: dancing lights, mage hand, produce flame, or shocking grasp. You consider these to be cleric cantrips.
Eureka!
At 1st level, when crafting you make progress at a rate of 10 x your wisdom modifier gp per day (minimum of 10) instead of the regular 5 gp per day
Divine Toolbox
At 1st level, as a bonus action you can summon an item from the list below.
* 20 arrows
* 50 blowgun needles
* Ball bearings
* 8 ounce bottle
* Caltrops
* 20 crossbow bolts
* Crowbar
* 10 foot pole
* Grappling hook
* Hammer
* Hunting trap
* Lock, with key
* Bullseye lantern
* 20 sling bullets
* Hooded lantern
* Small mirror
* Ink pen
* Portable ram
* 50 feet of hempen rope
The item disappears after 10 minutes. You can use this feature a number of times equal to your wisdom modifier each long rest.
Channel Divinity: Blessing of the Maker
At 2nd level, you can touch any weapon or piece of armor and bless it for 1 hour. A weapon you bless adds 1 fifth of your cleric level (rounded up) to attack and damage rolls. Armor you bless adds 1 fifth of your cleric level (rounded up) to it's AC. Anyone who uses the blessed item is considered proficient in it. These weapons and armor are considered magical if they were not already.
Mechanical Assistant
At 6th level, you can spend 1 hour and 10 gp worth of parts to make a mechanical assistant. Your assistant acts independently of you, but obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack but it can take other actions as normal. Over a short or long rest you can fully heal your clockwork assistant even if it is at 0 hit points. Your familiar can communicate intelligibly with you. 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 attack modifier for the roll.
Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal 1d8 extra damage. When you reach 14th level, the extra damage increases to 2d8.
Artifact Master
At 17th level, you are immune to the curses of magic items, and you can be attuned to up to 4 magic items at a time. In addition it can have 2 mechanical assistants at a time.
Little Robot Friend Stats:
Mechanical Assistant
Tiny construct, lawful neutral
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Armor Class: 13 (natural armor)
Hit Points: 3 (1d4 + 1)
Speed: 20 ft., climb 20 ft.
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Str:10 (+0) Dex:14 (+2) Con:12 (+1) Int:8 (-1) Wis:11 (+0) Cha:7 (-2)
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Skills: Athletics +2, Insight +2, Perception +2, Stealth +4
Damage Immunities: necrotic, poison
Condition Immunities: exhausted, poisoned
Senses: blindsight 60 ft., passive perception 12
Languages: -
Challenge: 0 (10 XP)
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Heavy Lifting: The mechanical assistant can lift up to 200 pounds of weight.
Tell me what you like what you don't like and how I can improve this
Domain Spells
1st: Identify, Shield
2nd: Heat Metal, Shatter
3rd: Flame Arrows, Protection from Energy
4th: Dimension Door, Fabricate
5th: Animate Objects, Wall of Stone
Bonus Proficiencies
At 1st level, you gain proficiency in 2 sets of artisan's tools and 3 weapons of your choice
Expanded Cantrips
At 1st level, whenever you learn a cleric cantrip you can instead learn a cantrip off the following list: dancing lights, mage hand, produce flame, or shocking grasp. You consider these to be cleric cantrips.
Eureka!
At 1st level, when crafting you make progress at a rate of 10 x your wisdom modifier gp per day (minimum of 10) instead of the regular 5 gp per day
Divine Toolbox
At 1st level, as a bonus action you can summon an item from the list below.
* 20 arrows
* 50 blowgun needles
* Ball bearings
* 8 ounce bottle
* Caltrops
* 20 crossbow bolts
* Crowbar
* 10 foot pole
* Grappling hook
* Hammer
* Hunting trap
* Lock, with key
* Bullseye lantern
* 20 sling bullets
* Hooded lantern
* Small mirror
* Ink pen
* Portable ram
* 50 feet of hempen rope
The item disappears after 10 minutes. You can use this feature a number of times equal to your wisdom modifier each long rest.
Channel Divinity: Blessing of the Maker
At 2nd level, you can touch any weapon or piece of armor and bless it for 1 hour. A weapon you bless adds 1 fifth of your cleric level (rounded up) to attack and damage rolls. Armor you bless adds 1 fifth of your cleric level (rounded up) to it's AC. Anyone who uses the blessed item is considered proficient in it. These weapons and armor are considered magical if they were not already.
Mechanical Assistant
At 6th level, you can spend 1 hour and 10 gp worth of parts to make a mechanical assistant. Your assistant acts independently of you, but obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack but it can take other actions as normal. Over a short or long rest you can fully heal your clockwork assistant even if it is at 0 hit points. Your familiar can communicate intelligibly with you. 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 attack modifier for the roll.
Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal 1d8 extra damage. When you reach 14th level, the extra damage increases to 2d8.
Artifact Master
At 17th level, you are immune to the curses of magic items, and you can be attuned to up to 4 magic items at a time. In addition it can have 2 mechanical assistants at a time.
Little Robot Friend Stats:
Mechanical Assistant
Tiny construct, lawful neutral
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Armor Class: 13 (natural armor)
Hit Points: 3 (1d4 + 1)
Speed: 20 ft., climb 20 ft.
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Str:10 (+0) Dex:14 (+2) Con:12 (+1) Int:8 (-1) Wis:11 (+0) Cha:7 (-2)
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Skills: Athletics +2, Insight +2, Perception +2, Stealth +4
Damage Immunities: necrotic, poison
Condition Immunities: exhausted, poisoned
Senses: blindsight 60 ft., passive perception 12
Languages: -
Challenge: 0 (10 XP)
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Heavy Lifting: The mechanical assistant can lift up to 200 pounds of weight.
Tell me what you like what you don't like and how I can improve this