Tech-Priest

A Cleric Domain of machine consecrators with heavy armor and smith's tools, fire resistance, Spell Divinity options that forge items and consecrate a weapon, and a summoned construct.

Identity

The Tech-Priest is the Cleric Domain that holds a machine to be an instance of creation and a working tool to be a completed rite. Halcyion Federation foundry-temples ordain them, Aurelion arsenals keep them on retainer, and frontier shops have one who does the blessing and the calibration in the same pass. They anoint the barrel before they consecrate the firing-pin, and if asked whether the ritual does anything measurable, they will show the tolerances.

Features

  • L3 Forge Training

    Domain Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Cantrips: Ignite, Polish 1st level: Plasma Bolt, Tug 2nd level: Cauterize, Iron Skin 3rd level: Brand 5th level: Wall of Plasma You can cast each one once you can cast spells of its level. Forge-Wright Training. You gain proficiency with smith's tools and with heavy armor. Spell Divinity: Artisan's Blessing. Over 1 hour at a working forge or fabricator, you can perform a rite to create one non-magical metal item, such as a weapon (simple or martial), a piece of armor, a tool, a length of chain or a key, provided you have raw materials worth about the item's normal value. The rite consumes the materials. The item is of standard manufacture, not masterwork, and fully functional. You can also use the rite to repair a damaged metal item to full integrity, consuming only enough raw material to restore the damaged part.

  • L7 Soul of the Forge

    You have resistance to fire damage. While you are wearing heavy armor, your Armor Class increases by 1. This bonus does not stack with similar bonuses from other Domain or class features.

  • L11 Spell Divinity: Consecrate Weapon

    As an action, you touch one weapon. For 1 hour, the weapon is consecrated as a Tier IV armament. It counts as magical for overcoming resistance to non-magical damage. A creature wielding it gains a +1 bonus to attack rolls and damage rolls, as for the masterwork quality, which does not stack with an existing bonus higher than +1. When that creature rolls the maximum on a damage die for the weapon, it rolls one additional damage die of the same type. The creature gains these bonuses only if it is proficient with the weapon. If the weapon is already Tier IV or higher, the consecration grants only the additional damage die.

  • L15 Divine Strike

    Once on each of your turns, when you hit a creature with a melee weapon attack, you can deal an extra 2d8 fire damage. The extra damage increases to 3d8 at Cleric level 18. It is part of the weapon attack's damage and not a separate effect.

  • L18 Avatar of the Forge Capstone

    Once per long rest, as a bonus action, you summon a Forge-Construct to fight beside you for 1 minute. The construct appears in an unoccupied space within 10 feet of you. It is a Large object-creature of consecrated metal with AC 18 and hit points equal to 4 × your Cleric level. It is immune to fire and poison and resistant to bludgeoning, piercing and slashing damage from non-magical attacks. On your turn, you can use a bonus action to direct it to move up to 30 feet, make one melee attack or take the Dodge action. The attack uses your spell attack bonus, has a reach of 10 feet, and deals 3d8 + your Wisdom modifier bludgeoning damage on a hit. If you do not direct it, it stays in place. The construct vanishes when the minute ends, when it is reduced to 0 hit points or when you dismiss it.