```metadata title: Clockwork Domain description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ```css undefined ``` ## Divine Domains At 1st level, a cleric gains the Divine Domain feature. The following Domain option is available to a cleric, in addition to those offered in the Player's Handbook, with your DM's permission: Clockwork domain ### Clockwork Domain ##### Clockwork domain Features | Cleric Lvel | Feature | |:----:|:-------------| | 1st | Bonus Proficiencies, Clockwork Armor | | 2nd | Channel Divinity: Invoke Normality | | 6th | Clockwork Heart | | 8th | Divine Strike | | 14th | Improved Divine Strike | | 17th | Temporal Freeze | #### Domain Spells You gain domain spells at the cleric levels listed in the Clockwork Domain Spells Table. See the Divine Domain class feature for how domain spells work. ##### Clockwork Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | Grease, Floating Disk | | 3rd |Heat Metal, Enlarge/Reduce | | 5th | Haste, Slow | | 7th | Arcane Eye, Fabricate | | 9th | Animate Objects, Creation | #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor and tinker's tools #### Clockwork Armor Also at 1st level, you learn how to integrate Clockwork into your armor. Over the course of a long rest, you may alter a suit of heavy armor, transforming it into Clockwork armor, provided you have a set of Tinker's Tools with which to make the modifications. You gain the following benefits while wearing this armor: * If the armor normally has a Strength requirement, you may use your Wisdom in place of strength for it. * You can use the Clockwork Armor as a spellcasting focus for your Cleric spells. * You can doff or don the armor as an action. #### Channel Divinity: Invoke Normality Starting at 2nd level, you can use your Channel Divinity to call upon the order of clockwork. As an action, you raise your holy symbol. When you do, you may select a number of creatures you can see up to your proficiency modifier. Each of those creatures must make a Wisdom saving throw or have Normality invoked upon them for up to one minute. Whenever a creature with Normality invoked upon it would roll dice, instead, treat the result of that roll as half of the maximum roll, as per the table below. A creature can willingly fail the saving throw for Invoke Normality. A creature with Normality invoked upon it may re-make its saving throw at the end of each of its turns, ending the effect on a success. The d20 rolled for this saving throw is not replaced by Invoke Normality. ##### Invoke Normality | Dice Rolled | Result| |:---------------|:-----:| | d4 | 2 | | d6 | 3 | | d8 | 4 | | d10 | 5 | | d12 | 6 | | d20 | 10 | | d100 | 50 | #### Clockwork Heart Beginning at 6th level, your clockwork armor becomes much finer and more intricate. You gain the following bonuses while wearing your Clockwork Armor: * You can use your Wisdom in place of Strength or Dexterity for attack and damage rolls with weapons you are proficient in. * When you take the Attack action, you may also cast a single spell with a casting time of one action. If a spell cast in this way has a range other than touch or self, its range instead becomes touch. If a spell cast in this way has an area of effect, you are considered to be the origin point of that effect. #### 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, this damage increases to 2d8. #### Temporal Freeze Beginning at 17th level, you become a master of clockwork, and the time which it represents. You learn the Time Stop spell. You always have it prepared, and it does not count against your number of spells prepared. When you cast Time Stop, you may choose not to roll the d4. If you do, you treat the result as a 2. When you cast the spell in this way, it does not end except by taking all of your additional turns. When you cast Time Stop in this way, you may not do so again for 7 days.