Technology Domain


PtolusPeopleOrganizationsMagicTechnologyRules
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Popular with several rapidly-growing religions in the city of Ptolus, the Technology domain focuses on enhancing mechanical devices and machines. Deities of Technology in Ptolus include Teun the Mother of all Machines, the Iron God, Baalhazor the Demon God of Technology, and Tevra the Clockwork Goddess.

Technology Domain Spells
Cleric Level Spells
1st Armored Heart, Identify Device
3rd Knock, Lock and Load
5th Create Firestone, Repair Device
7th Conjure Device, Fabricate
9th Explosive Shot, Mechanical Union

New Spell

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with firearms. You also add your proficiency bonus to any technology-related checks.
DOUBLE TAP
Also at 1st level, your god grants steady hands and a sharp eye to you in the heat of battle. When you use the Attack action with a firearm, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: HOLY SHOT
Starting at 2nd level, you can use your Channel Divinity to improve the aim of your shots. When you roll weapon damage from a firearm or bow, you can use your Channel Divinity as a bonus action to deal maximum damage, instead of rolling. (This only applies to the weapon damage dice.)
SHOCK RESISTANCE
Starting at 6th level, when you or a creature within 30 feet of you takes lightning damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
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 do 1d8 extra lightning damage. When you reach 14th level, the extra damage increases to 2d8.
LIVING CONSTRUCT
Starting at 17th level, you gain some of a construct’s defensive capabilities as your form becomes more machinelike. You gain resistance to lightning, poison, and psychic damage, and immunities to the charmed, exhaustion, and frightened conditions.
New Spells Casting Time Range Components Duration
Armored Heart 1st-level conjuration 1 bonus action Touch V, S, M (5 gp worth of Content Not Found: mithral dust sprinkled on the target’s skin) 1 round
The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.
Conjure Device 4th-level conjuration 1 action 30 feet V, S, M (a jewel worth at least as half as much as the device) 10 minutes
You summon into being a mechanical device with which you are familiar. It appears within the range, as you decide. The device is in perfect working order and fully fueled or loaded, as the case might be.
Create Firestone 3rd-level conjuration 1 action 30 feet V, S, M (at least 10 gp worth of coal) Instantaneous
You conjure a mineral called Firestone, which burns with great efficiency. This small stone weighs 1 lb. and can burn hotly for twenty-four hours. It is used to power some of the special equipment that can be found in Ptolus.
Explosive Shot 5th-level transmutation 1 action Touch V, S Concentration, up to 1 minute
You temporarily transmute a firearm to fire explosive shots; each round it fires inflicts the weapon’s listed damage within a ten-foot spread. Those in the area can attempt a Dexterity save for half damage as if resisting a spell you cast.
Identify Device 1st level Divination One hour Touch V, S, M (a small metal spring) Instantaneous
This spell determines the single most basic function of each nonmagical target item, including technology and Chaositech. This includes how to activate that function (if appropriate) and how many uses remain (if any). For example, a demon gun would register as a “weapon,” while a spyglass would register as a “device for seeing faraway things.” Should a device have different functions that are equally basic, this spell determines the lowest-level function. If these functions are also of equal level, decide randomly which is identified.
Lock and Load 2nd-level transmutation 1 action Touch V, S Concentration, up to 1 minute
For the duration, all firearms you touch are loaded and ready to fire. This spell conjures the ammunition and the powder needed. Touching a firearm is a move action. This spell proves particularly useful with cannons.
Mechanical Union 5th-level transmutation 1 action 60 feet V, S, M (a tiny hammer and adamantine spike worth 100 gp) Concentration, up to 1 hour
You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.
Repair Device 3rd-level transmutation 1 action Touch V, S Instantaneous
You automatically repair one broken device, restoring it to full working condition (assuming that at least 80 percent of the original device is still on hand). The device may still need fuel or ammunition. This spell does not work on Chaositech devices.

PtolusPeopleOrganizationsMagicTechnologyRules

Technology Domain

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