### Machina Domain

While most clerics devote themselves to the Gods of old, you have decided to look towards the future. Worshipping either the Gods of the Forge - Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu - the artificial God Ars Machina, or perhaps even opting for a direct relationship with the machines, the world of metal consumes your prayers and feeds your faith. Realising the omnipotent power of machines, you have eagerly begun to worship the beings that will one day replace us and abolish the Gods of a bygone era, channeling their untapped potential to forge a bond of steel as you upgrade the world. 



| Cleric Level | Spells |
|:----:|:-------------|
| 1st  | Alarm, Command |
| 3rd  | Arcane Lock, Heat Metal |
| 5th | Galder's Tower, Tiny Servant |
| 7th | Fabricate, Otiluke's Resilient Sphere |
| 9th | Animate Objects, Creation |


#### Language of Machines
When choosing this domain at 1st level, your worship of machines has allowed you to communicate directly with their silent wisdom. You learn the mending and shocking grasp cantrips if you don't already own them. In addition, you can speak telepathically with all constructs, and can glean basic information from inanimate machines regarding anything they may have witnessed. 

#### Channel Divinity: Soul of the Machine
By 2nd level, you have attuned your soul to the heart of machines, feeding them your faith to awaken them from their slumber. 

As an action, you may use your channel divinity to touch an inanimate object of any size that has machine parts, transforming it into a Divine Sentinel that lasts until you take a short rest. As a bonus action, you may issue a single command, which it obeys without question. 

The Divine Sentinel begins unarmed, gaining a greatsword at 9th level, and a halberd at 15th level. 


#### Angelic Machines
Starting at 6th level, your faithful tinkering with the capabilities of machines has unlocked the divine soul trapped within them, turning your Divine Sentinels into angels. 

When using Soul of the Machine, you may give your sentinels radiant wings and a flying speed of 50ft.

#### Mecha Strike
At 8th level, you gain the ability to synergise your strikes with the might of machines. Once per short rest when you hit a creature with a weapon attack, you may have all sentinels attack the target if they are in range of the creature. 

#### Deus Ex Machina
By 17th level, your worship of machinery has turned your own soul into clockwork, making you perfectly suited to inhabitting the bodies of constructs when most in need. 

When you drop to 0 HP, if you have a divine sentinel within 5ft next to you, you may hide your soul inside it, using the sentinel's stat block for the duration of your occupation. At the end of each turn, continue making death saving throws as normal. At any point, or if the sentinel you are occupying is destroyed, you may pass your soul back into your body or another sentinel within 5ft of you. 

You must finish a long rest before using this feature again.

<br><br><br><br><br><br><br>

____
____
> ## Divine Sentinel
>*Medium construct, unaligned*
> ___
> - **Armor Class** your Wisdom score
> - **Hit Points** your Wisdom modifier x your level in this class
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|8 (-1)|16 (+3)|10 (+0)|16 (+3)|4 (-3)|
>___
> - **Damage Immunities** poison, radiant
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
> - **Senses**  blindsight 10 ft., darkvision 60 ft., passive perception 10
> - **Languages** can only understand and communicate with you
> - 
> ___
>***Spell Storing***. You may cast a spell on the Divine Sentinel to store it for as long as it is animated. When commanded to do so by you, the sentinel casts the stored spell with any parameters set by you, requiring no components. Only one spell can be stored at a time. 
> ### Actions
> ***Fist.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
>
> ***Greatsword.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Only usable after reaching 9th level. 
>
> ***Halberd.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage. Only usable after reaching 15th level. 
>### Reactions
> ***Retaliate.*** When a creature makes an attack against you, the sentinel can make an extra melee attack against your attacker if the sentinel is in range of the creature.


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