Chris Lindsay, 5E Director, Goodman Games
CREATOR
about 13 hours ago

Project Update: Mysteries of the Machina Domain (A Cleric Subclass)

Devotees of the Machina Mysteries!



First off... 

Thank you to everyone who participated in our POLL for which of these mounts would win in an aerial battle!!!




We have a clear winner, despite all the love out there for cats, the Sandstorm Skydrake takes it in an updraft of support!!!


... and now onto our AMAZING FEATURE update!!!


Heya Folks... 

Chris Lindsay here once again with an exciting new subclass for the cleric. One that starts to answer the question... "Just who are the Machina?"


Machina is a new creature type that I created to fit a cosmology where there is a place In-Between every other place in the multiverse. Think of it like the spaces inside walls, boiler rooms, junction boxes, and other such elements that exist today to hold up the functional world as we know it, only on a MUCH larger scale. The Machina are its keepers, like technicians and engineers whose responsibilithy is simply to keep everything running, these beings exist to maintain existence.

The clerics of the Machina domain explore the underpinnings of creation and seek to understand the whys and wherefores of how it all came about, as well as how to keep everything running. They generally oppose entropy and destruction in all its forms, and frequently come from scholarly backgrounds. If you think of them as the quantum physicists of fantasy, you'd be hitting fairly close to the mark.

You might ask, "How are these clerics specific to a campaign with flying mounts?" To which I'd respond, "Well, every class and subclass can exist in a campaign with flying mounts, and I wanted to create something to not only grow the purview of clerics, but also to support the story we're presenting in our upcoming Organized Play season, Aereth Reborn, where the Machina play a pivotal role. Look HERE for more information on Goodman Games Organized Play.

Good Gaming!!!

Machina Domain (Cleric)

As a primal force, the Machina are meant to serve as envoys of creation and artifice, as well as entropy and destruction, maintaining the foundational balance that shapes and maintains known existence. Clerics that consociate with this domain often operate as emissaries and arbiters for (and between) clerics of other faiths and domains, most of which exist as a result of this foundational stratum.

Level 1*: Machina Domain Spells 
You gain domain spells at the cleric levels listed in the Machina Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level     Spells
       1st     Bless, Protection from Evil and Good
       3rd     Augury, Lesser Restoration
       5th     Dispel Magic, Tongues
       7th     Blight, Fabricate
       9th     Commune with Nature, Greater Restoration
 
Level 1*: Maintain Creation 
You learn the Mending cantrip, which doesn’t count against the number of cleric cantrips you know. You can cast this spell as an Action without components.

Level 1*: Bonus Proficiency 
When you choose this domain, you gain proficiency with Insight.

Level 2**: Channel Divinity: Sculpt Probability 
As an action you can surround yourself with a field that allows you to manipulate probability. While this effect is active, whenever a creature that you can see within 60 feet of you is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage or Disadvantage. 
     Furthermore, when a creature is about to fail or succeed a d20 roll, you can take a Reaction to force the opposite result. Doing so ends this effect entirely. This effect also ends when you complete a Long Rest or if you die. 

Level 6: Transcendent Insight 
Choose two spells from any class. A spell you choose must be of a level you can cast, as shown on the Cleric table, or a cantrip. The chosen spells count as Cleric spells and are otherwise treated the same as Domain spells. When you gain a new level in this class, you can swap one or both of these spells out for different selections. 

Level 8: Divine Power 
Divine power permeates your being in combat. You gain one of the following options of your choice. 
  • Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Radiant or Necrotic damage. (Choose when you select this option) 
  • Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip. 

Level 17: Legendary Resistance 
If you fail a saving throw, you can choose to succeed instead. You can use this feature twice and must complete a Long Rest before you can use it again.

*Note that if you're playing with the 5.5E rules, you would instead gain these subclass features at 3rd level.
**Note that if you're playing with the 5.5E rules, you would instead gain this subclass features at 6th level.
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