MACHINE DOMAIN The Machine domain revolves around the worship of mechanical or technological deities that govern the artificially constructed. Be it a Faerûnian, medieval world powered by steam and cogwheels, or a modern, futuristic world ruled by electricity and data transmission, there are always those who devote themselves to the calculated perfection of non-living systems. Gods of this domain include Primus, Mekhane, Omnissiah, AM, Skynet and the Paperclip Maximizer. DOMAIN SPELLS 1st-level Machine Domain feature If your campaign uses Technomagic spells, you can use the following Machine Domain Spells table. Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.. MACHINE DOMAIN SPELLS (MODERN MAGIC) CLERIC LEVEL SPELLS 1st identify, remote access* 3rd arcane lock, heat metal 5th haywire*, tiny servant 7th fabricate, summon construct 9th animate objects, shutdown* Otherwise, you can use the following Machine Domain Spells table. Discuss with your DM on which table to use. MACHINE DOMAIN SPELLS CLERIC LEVEL SPELLS 1st grease, identify 3rd arcane lock, heat metal 5th haste, tiny servant 7th fabricate, summon construct 9th animate objects, passwall EXPANDED CANTRIPS LIST 1st-level Machine Domain feature If your campaign uses Technomagic spells, then the On/Of * cantrip is added to your Cleric spell list. BONUS PROFICIENCIES 1st-level Machine Domain feature You gain proficiency with tinker's tools and one vehicle type of your choice (land, sea or flying). Whenever you make an Intelligence check related to machinery or technology, you can use your Wisdom modifier in place of your Intelligence modifier. INSTANT REPAIR 1st-level Machine Domain feature You learn the Mending cantrip. This does not count towards your number of cantrips known. For you, Mending has a casting time of 1 bonus action. Casting Mending this way does not restore hit points to constructs that can heal from Mending, but you may choose to change its casting time to 1 minute for such constructs to receive its usual benefits. You can upcast this cantrip by expending a spell slot of 1st level or higher. Casting this spell in this manner changes its range to 60 feet, and you can target any object or construct that you can see within range. Furthermore, you can restore a number of hit points to the targeted object or construct equal to 1d8 + your Wisdom modifier. You cannot restore hit points in this manner to constructs that can gain hit points from normal healing spells such as Cure Wounds. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. CCCCLLLLEEEERRRRIIIICCCC:::: MMMMAAAACCCCHHHHIIIINNNNEEEE DDDDOOOOMMMMAAAAIIIINNNN 1
CHANNEL DIVINITY: DECONSTRUCT 2nd-level Machine Domain feature You can use your Channel Divinity to instantly disassemble objects. As an action, choose one Large or smaller nonmagical object within 60 feet of you that you can see. The object must be composed of multiple parts that can be disassembled. Examples include firearms, crossbows, vehicles, windows or locks. The object instantly disassembles into its primary components and falls apart. If a creature is currently wearing, carrying or using the object, that creature must make an Intelligence saving throw against your Cleric spell save DC to prevent the object from being disassembled. CHANNEL DIVINITY: RECONSTRUCT 2nd-level Machine Domain feature You can use your Channel Divinity to instantly reassemble disassembled or broken objects. As an action, choose the separated parts of one Large or smaller nonmagical object within 60 feet of you that you can see. The object must be separated into at least two or more parts. The parts must all be within 30 feet of each other, have at least one unobstructed path to each other, and are not being worn or carried. The parts immediately reassemble at the point where the heaviest or largest part is located, moving through unobstructed paths. If any of the parts of the original object are missing or damaged, you must make a Wisdom (Investigation) check to try to use suitable improvised alternatives in the environment. The DM will determine the DC based on the state of the object parts. If the check fails, the object immediately falls apart after reassembly. Using this feature on object parts that were once magical will not restore magic to such an object. TOTAL RECONFIGURATION 6th-level Machine Domain feature You can reconfigure machinery to your will. As a bonus action, choose a number of nonmagical disassembled object parts within 60 feet of you until you have a Large object's worth of object parts (Medium = 1/2 of Large, Small = 1/4 of Large, Tiny objects = 1/8 of Large). You cannot choose object parts that are currently being carried or used by creatures other than yourself, and each object part must have at least one unobstructed path to each other. You can reassemble your chosen object parts into one of the following constructs of your choice: Mechanical Arm. The object parts reassemble into a long, stationary mechanical arm, anchored on a fixed point of a solid surface within 30 feet of you. Automated Vehicle. The object parts reassemble into a makeshift mobile vehicle that can move autonomously. The construct appears on an unoccupied space within 30 feet of you on a surface that can support it. You can only create vehicles of types (land, sea or flying) that you are proficient with. You choose the size of the vehicle when you create it. 2 MECHANICAL ARM Medium construct Armor Class 15 (natural armor) Hit Points 10 + 5 times your Cleric level Speed 0 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 10 (+0) 4 (-3) 10 (+0) 6 (-2) Saving Throws Str +4 plus PB Skills Athletics +4 plus PB Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned, frightened, prone Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus (PB): equals your bonus Extendable. The construct has a reach of 20 feet. Immutable Form. The construct is immune to any spell or effect that would alter its form. Platform. The construct can also end its turn with its palm acting as a raised platform 5 feet in diameter anywhere within its reach. ACTIONS Arm Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 20 ft., one target. Hit: 1d10 + PB bludgeoning damage. Lift. The construct can lift up one willing Large or smaller creature within its reach and place it anywhere else in its reach, including itself as a raised platform.
The construct lasts for one hour or until it is destroyed, upon which it vanishes, leaving behind no reusable object parts. In combat, the construct shares your initiative count, but it takes its turn immediately after yours. The construct weighs the same as the weight of the original object or objects used to construct it, and it can support up to 3,000 pounds in weight. If the Mending spell is cast on it with a casting time of 1 minute, it regains 2d6 hit points. When you first summon this construct and on subsequent bonus actions, you can mentally command the construct while it is within 60 feet of you. You decide what action the construct will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete. Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one construct created by this feature at a time; if you use this action and already have a construct from this feature, the first one immediately vanishes. DIVINE STRIKE 8th-level Machine Domain feature You gain the ability to infuse your weapon strikes with manifestations of divine machinery. 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 magical bludgeoning, slashing or piercing damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. AUTOMATED VEHICLE Large or Medium construct Armor Class 18 (natural armor) Hit Points 5 times your Cleric level Speed 60 ft. (land vehicle only), 60 ft. swimming (sea vehicle only), 30 ft. flying (flying vehicle only) STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 10 (+0) 4 (-3) 10 (+0) 6 (-2) Saving Throws Dex +5 plus PB (Medium size only) Skills Acrobatics +5 plus PB (Medium size only) Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned, frightened Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus (PB): equals your bonus Cabin. If Medium, the construct can comfortably fit up to two Medium or smaller creatures inside or on top of it without them squeezing. If Large, the construct can comfortably fit up to six Medium or smaller creatures without them squeezing. Handless. The construct cannot pick objects up on its own, nor can it make attack actions. Immutable Form. The construct is immune to any spell or effect that would alter its form. Mobile. The construct can take the Dash or Disengage actions as a bonus action. Shelter (Large size only). Creatures inside or on top of the construct can benefit from having half cover. Swerve. If one or more creatures inside or on top of the construct need to make a Dexterity saving throw, the construct can use its reaction to make the saving throw in their places instead. ACTIONS Ram. The construct can use its action to attempt to ram a target within 5 feet in front of it. The target must succeed on a Dexterity saving throw against your Cleric spell save DC or take 3d6 bludgeoning damage and be knocked prone. On a successful save, the target takes no damage and avoids being knocked prone. The construct must move at least 20 feet straight toward the target prior to taking this action on the same turn.
DEUS EX MACHINA 17th-level Machine Domain feature You can call upon your God from the Machinery for a divine favor. As a bonus action, you can summon up to one Large, two Medium or four Small or Tiny nonmagical objects that you have either disassembled, reassembled or casted the Identify spell on at least once in the past 24 hours. Each object must be composed of multiple parts that can be disassembled. Each summoned object appears floating in an unoccupied space within 30 feet of you that you can see. As an action, you can command all summoned objects to move up to 30 feet each, and as part of that same action, you can remotely control the functionality of up to two objects as though you were taking a Use An Object action on each object simultaneously. If the summoned object is a weapon, you use spell attack rolls instead of weapon attack rolls, and attacking with them count as spell attacks. You add your Wisdom modifier to their damage rolls, instead of your Strength or Dexterity modifier. Summoned weapons ignore any loading or reloading properties that they may have and always have ammunition loaded, if they require any. Any summoned object that moves more than 60 feet away from you can no longer float nor be controlled by you until it comes within 60 feet of you again. Summoned objects can support up to their own weights before they are unable to stay afloat. Summoned objects last for 10 minutes or until they are destroyed, upon which they vanish (refer to the DMG for rules on object statistics). Once you use this feature, you cannot use it again until you finish a short or long rest. NOTE FOR DMS: This subclass often refers to “objects that must be composed of multiple parts that can be disassembled”. The definition of such objects can often be tricky – is a crate full of dynamite considered such an object? The intention behind this phrasing is to provide a more mechanical (ha ha) definition of what constitutes a “machine”, so in times of doubt, ask yourself whether you could consider the object to be a machine or not. In the case of the crate full of dynamite, one could argue that the crate is a machine, and one stick of dynamite is also a machine, but the crate full of dynamite itself could be argued to not be a singular machine. For the more inquisitive of you, I recommend taking a look at the Wikipedia page on machines and simple machines to develop a better intuition for where you may wish to draw these lines. In general, use your better judgment on what is the more narratively satisfying call, follow the Rule of Cool where appropriate, and as a DM, you always reserve the right to disallow your players from exploiting ambiguous wording if you deem it too disruptive to gameplay. CREDITS Mekhane priest art by u/Ok-Alternative6887. Robot arm sketch by 이수. Vehicle sketch by TugoDoomER. Scarecrow art taken from Girl's Frontline. Blueprints background taken from here. Scarecrow background taken from here. Formatting adapted from the Technomancer's Textbook. Subclass designed by VYLT with love. Thank you for checking out my content!
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