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Welcome to Midgard: Clockwork Domain

Welcome to Midgard: Clockwork Domain

You can speak with machines and magical or mechanical constructs, and control constructs. Ultimately, you will become metal-graced by your deity.

Welcome, friend, to the world of Midgard. Maybe you’re brand new to this world. Or maybe you’ve been around since the beginning. Either way, stay—all are welcome! Please, sit and listen to the tales. You see, the world has been changing, and oh, the sights to see. It’s a living, evolving realm where things happen after all. So why shouldn’t it have a life all it’s own? Where to start…

[From the Midgard Heroes Handbook…]

(Note that this version of the clockwork domain is simplified from the version presented in the Kobold Press supplement Deep Magic: Clockwork. To maintain consistency and decrease confusion, we recommend using one or the other, but not both, in your campaign.)

CLOCKWORK DOMAIN SPELLS

1 grease, floating disk
3 heat metal, enlarge/reduce
5 conjure barrage, haste
7 fabricate, secret chest
9 animate objects, soulforging*

* See Chapter 1.

ACOLYTE OF ARTIFICE

When you choose this domain at 1st level, you learn the mage hand cantrip. You also gain proficiency with one of the following tool kits: carpenter’s tools, clockwork (jeweler’s) tools, mason’s tools, smith’s tools, or weaver’s tools. You also understand the language of machine speech but cannot speak it.

BONUS PROFICIENCY

You gain proficiency with heavy armor.

CHANNEL DIVINITY: FADE FROM FALSE EYES

Beginning at 2nd level, you can use your Channel Divinity to become invisible to constructs. Each construct that would normally detect you must make a successful Wisdom saving throw or lose track of you (you become undetectable by all its senses) for 1 round per cleric level. A construct might still infer your location if you knock over an object, open a door, or do something similar. The effect ends instantly for all constructs if you attack a construct or take any other action that is directly hostile to constructs.

CLOCKWORK COMPANION

At 6th level, you build or acquire a clockwork companion which functions in most ways as a ranger’s companion. Choose a construct that is no larger than Medium and that has a challenge rating of 1/4 or lower. (With your GM’s permission, you can substitute a construct version of a Small or Tiny beast of CR 1/4 or lower. You can adopt the clockwork jewel scarab stats block verbatim from the appendix, or use it as a guide to create your own.)

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, the extra damage increases to 2d8.

METAL-GRACED

At 17th level, you evolve machinelike qualities. A thin coating of metal covers your back, torso, and appendages, granting you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Also at 17th level, your deity reveals to you the secrets of creating a gearforged body. Provided you have access to the correct components, you can craft a gearforged body for yourself or another creature.

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

You can continue on this adventure in the Midgard Worldbook and Midgard Heroes Handbook.

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