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# Cleric: Gear Domain A cleric of the gear domain is concerned with the inner and outer workings of machines, apparatuses, and mechanisms, whether they are automated metallic constructs, or intricately built devices. Commonly referred to as Gear Priests, these clerics can be utilized both on and off the battlefield, granting the blessings of their faith onto their allies and taking control of nearby machines. #### Gear Domain Spells *1st-level Gear Domain feature* ##### Gear Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | *grease*, *identify* | | 3rd | *shatter*, *wristpocket* | | 5th | *hypnotic pattern*, *speak with machines* | | 7th | *fabricate*, *summon construct* | | 9th | *animate objects*, *creation* | #### Way of the Tinkerer *1st-level Gear Domain feature* You gain the *Tinker* and *Arificer's Lore* racial feature from Rock Gnomes. If you already benefit from these features, you gain one cantrip of your choice from the Artificer's spell list. Additionally, you gain the *mending* cantrip in addition to your chosen cantrips. #### Bonus Proficiencies *1st-level Gear Domain feature* You gain proficiency in the Insight, Investigation, or Perception skill (your choice). Additionally you are able to speak and understand Technobabble. #### Steadfast Machine *1st-level Gear Domain feature* You can help ensure the continual capability of your allies under rigorous or dangerous conditions. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Wisdom modifier. You create an enduring link among them for 10 minutes or until you use this feature again. While any linked creature is within 30 feet of you, the creatures cannot gain disadvantage on ability checks and saving throws, and their movement is unaffected by difficult terrain. Additionally, linked creatures can roll a d4 and add the number rolled to an attack roll, ability check or saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \columnbreak #### Channel Divinity: Mastery Over Gears *2nd-level Gear Domain feature* You can use your Channel Divinity to dominate nearby mechanical objects. As an action, you present your holy symbol and trace the sign of your faith into the air. Choose a number of non-sentient mechanical objects of tiny size, up to medium, within 30 feet of you equal to your proficiency bonus to become susceptible to your will. You gain control over these objects for 1 minute until you are unconscious or die. You must use a bonus action on your turn to control an object and you can only manipulate one object on your turn. You are able to manipulate the objects in the following ways. You might control the object in a way other than one described here. If you do so, the DM determines the parameters of the effect. - You can use any mechanism or machine within range as if it were in your hands. This is not a telekinesis effect. Rather, this allows you to manipulate levers, wheels, buttons, or other such functions that a person using the object manually would be able to access. - You can cause a movable mechanism, device, or machine to move in a direction or your choice. The object has a speed of 30 feet and must have the means of mobility in order for this to function. - You can cause a mechanical powered device, apparatus, or device to activate or deactivate, provided that the object has a clearly defined on or off function that can be easily accessed from the outside of the object. Additionally, you are able to identify any issue with a mechanism, machine, device, or apparatus. You know the precise location of the issue and the best course of action for the repair of the object. Artist Credit: *Brolo* on DeviantArt
\pagebreak #### Suspend Function *2nd-level Gear Domain feature* Your Channel Divinity: Turn Undead feature now affects constructs. Each construct that can see or hear you within 30 feet of you must make a Constitution saving throw. Constructs made of metal make the saving throw with disadvantage. If the creature fails its saving throw, it is stunned for 1 minute or until it takes any damage. On a successful save the creature is restrained until the end of its next turn. #### Disassemble *5th-level Gear Domain feature* Your Destroy Undead feature now affects constructs. #### Cog in the Machine *6th-level Gear Domain feature* You are able to pull the individual strength and willpower of your allies together into a fine-tuned operation. When a creature affected by your Steadfast Components feature is required to make an ability check or saving throw, a second affected creature may use their reaction to roll a d4 and add the number rolled to the first creature's saving throw. #### Potent Spellcasting *8th-level Gear Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Well-Oiled Machine *17th-level Gear Domain feature* The benefits of your Steadfast Machine and Cog in the Machine features now work when creatures are within 60 feet of each other. Moreover, creatures under the the effects of your Steadfast Machine feature have advantage on saving throws against being blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, and stunned. \columnbreak ### Unique Gear Domain Spells #### Speak with Machines *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** 10 minutes ___ You grant the semblance of life and intelligence to a machine of your choice within range, allowing it to answer the questions you pose. The machine must have intact, movable parts that can emit sounds such as groaning, squeaking, beeps, hisses, or similar noises. While animate, the machine speaks in Technobabble. The spell fails if the machine was the target of this spell within the last 10 days, or the state of the machine is such that would make noise impossible.
Until the spell ends, you can ask the machine up to three questions. The machine knows only what it knew from the time of its creation. Answers are usually brief, cryptic, or repetitive, and the machine is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't restore a broken machine to working order, only movement enough to emit sound. A broken machine can't learn new information, doesn't comprehend anything that has happened since it ceased to function, and can't speculate about future events. Artist Credit: *Cynthia Sheppard*