Lopak Kaj

Cleric Option 1: Orcic Devotant

The Orcic Devotant is a cleric who has dedicated themselves to the worship and service of the Orc Gods: Uthri, Valaria, Zalreth, and Dromak. Through their unwavering devotion, they channel the divine powers and blessings bestowed upon them by these deities. They embody the unique aspects and attributes of each Orc God, wielding their powers to protect their allies, inspire greatness, and shape the world according to the will of the gods.

Channel Divinity: Blessings of the Orcic Pantheon
At 2nd level, you gain the ability to tap into the blessings of the Orcic Pantheon. As an action, you can expend a use of your Channel Divinity to grant yourself or a willing creature within 30 feet one of the following blessings:

1.  Uthri's Blessing: The target gains temporary hit points equal to your cleric level + your Wisdom modifier. Additionally, their weapon attacks deal additional radiant damage equal to your Wisdom modifier for 1 minute.

2.  Valaria's Blessing: The target gains advantage on ability checks and saving throws based on Charisma or Dexterity for 1 minute. Additionally, they have resistance to psychic damage.

3.  Zalreth's Blessing: The target gains advantage on Dexterity (Stealth) checks and Dexterity saving throws for 1 minute. Additionally, they can use their reaction to impose disadvantage on an attack made against them or an ally within 5 feet.

4.  Dromak's Blessing: The target gains a bonus to their next ability check, attack roll, or saving throw equal to your Wisdom modifier. Additionally, they gain advantage on Intelligence or Wisdom ability checks for 1 minute.

You regain your expended uses of Channel Divinity when you finish a short or long rest.

Domain Spells:
1st Faerie Fire, Identify
3rd Enhance Ability, Gentle Repose
5th Counterspell, Glyph of Warding
7th Banishment, Fabricate
9th Geas, Legend Lore

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 damage of a type associated with one of the Orc Gods: radiant (Uthri), psychic (Valaria), poison (Zalreth), or force (Dromak). When you reach 14th level, this extra damage increases to 2d8.

Avatar of the Orcic Pantheon
At 17th level, you become a vessel of the Orcic Pantheon's divine power. As an action, you can transform into an avatar of your chosen Orc God, gaining the following benefits for 1 minute:

·         Uthri's Avatar: You gain resistance to bludgeoning, piercing, and slashing damage. Your weapon attacks deal additional radiant damage equal to your cleric level, and you have advantage on saving throws against spells and other magical effects.

·         Valaria's Avatar: You have advantage on Charisma (Persuasion) checks and gain proficiency in all Charisma-based skills if you don't already have them. You can cast the spell "Dominate Person" once without expending a spell slot. You regain the ability to do so after finishing a long rest.

·         Zalreth's Avatar: You gain advantage on Dexterity (Stealth) checks and become invisible to any creature that relies on darkvision to see you. You can cast the spell "Mislead" once without expending a spell slot. You regain the ability to do so after finishing a long rest.

·         Dromak's Avatar: Your Intelligence and Wisdom scores increase by 4, to a maximum of 24. You gain proficiency in all Intelligence and Wisdom saving throws if you don't already have them. You can cast the spell "True Polymorph" once without expending a spell slot. You regain the ability to do so after finishing a long rest.

Once you use this feature, you can't use it again until you finish a long rest.


Cleric Option 2: Technomancer


As a Technomancer, you are a cleric devoted to Dromak, the Divine Innovator. You harness the power of creation, ingenuity, and progress to reshape the world through advanced technologies and groundbreaking inventions. Dromak's influence flows through you, granting you the ability to channel divine energy into your technological creations and push the boundaries of what is possible.


Domain Spells:
1st level: Identify, Expeditious Retreat
3rd level: Arcane Lock, Heat Metal
5th level: Glyph of Warding, Lightning Bolt
7th level: Fabricate, Leomund's Secret Chest
9th level: Creation, Skill Empowerment


Artificer's Blessing

At 1st level, you gain proficiency with artisan's tools of your choice: smith's tools, tinker's tools, or another tool set related to your technological expertise. Additionally, you gain the ability to imbue your creations with divine power.

Whenever you finish a long rest, you can touch a non-magical object and infuse it with divine energy, transforming it into a magical item until your next long rest. The object must be of a size and shape that you can hold or wear. The DM determines the specific nature of the item, but it should be related to your chosen artisan's tools and reflect the innovative and transformative aspects of Dromak's influence.

For example, if you chose smith's tools, you might infuse a mundane hammer, turning it into a Hammer of Dromak that grants a +1 bonus to attack and damage rolls, or you might create a pair of gauntlets that grant a bonus to Strength (Athletics) checks. Work with your DM to determine the specifics of the infused items and their effects.


Channel Divinity: Inventor's Inspiration

Starting at 2nd level, you can use your Channel Divinity to tap into Dromak's divine inspiration, granting you or an ally an advantage on an ability check or saving throw related to crafting, invention, or technological manipulation. As an action, you can use your Channel Divinity and choose one creature you can see within 30 feet of you. That creature gains advantage on the next ability check or saving throw they make within the next minute.


Arcane Augmentation

At 6th level, your connection to Dromak allows you to enhance your technological creations with arcane energy. Whenever you use your Artificer's Blessing feature to infuse an object, you can choose to imbue it with additional magical properties. The object gains one of the following benefits:

The object grants resistance to a specific damage type of your choice.
The object provides advantage on saving throws against spells and magical effects.
The object increases a specific ability score by 2 while it is wielded or worn.


Choose one of these benefits when you infuse the object, and it retains the benefit until your next long rest.


Innovation Unleashed

At 17th level, your mastery of technological innovation reaches its zenith. You gain the following feature:

Artificer Option: Divine Innovator

 

As an Artificer who follows the path of the Divine Innovator, you draw upon the divine essence of Dromak, the god of creation, ingenuity, and progress. Your connection to Dromak fuels your inventive mastery and drives you to push the boundaries of what is possible. You embrace change and seek continuous improvement in all aspects of your craft, reflecting the dynamic nature of Dromak's creations.

 

Inventive Mastery

Starting at 3rd level, your inventive mastery grants you additional benefits when using your Artificer features.

 

You have an innate understanding of advanced crafting techniques and materials. Whenever you create a magic item using your Infuse Item feature, the item gains additional properties or bonuses. For example, a magic weapon you create might have an extra damage die, or a magic suit of armor might grant additional resistance to a specific damage type. These enhancements reflect your mastery of artifice and your ability to push the boundaries of what magic items can achieve.

 

When you use your Flash of Genius feature to boost an ability check or saving throw made by yourself or a creature you can see, you can choose to imbue the subject with a surge of inspiration. The target gains advantage on the check or saving throw and can reroll any 1s on the dice.

 

Steel Companion

At 3rd level, your tinkering expertise has granted you the ability to create a faithful companion known as the Steel Companion. The Steel Companion uses the statistics of the Steel Defender. You determine its appearance and whether it has two legs or four, with no effect on its game statistics.


The Steel Companion acts on your initiative count and takes its turn immediately after yours. It can move and use its reaction independently, but on its turn, it only takes the Dodge action unless you use a bonus action to command it to take another action from its stat block or another action you specify. If you are incapacitated, the Steel Companion can take any action of its choice, not limited to Dodge.


If the Mending spell is cast on the Steel Companion, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The Steel Companion returns to life after 1 minute with all its hit points restored.


Steel Defender
Medium construct
Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your Artificer level
Speed: 40 ft.

STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)


Saving Throws: Dexterity + your proficiency bonus, Constitution + your proficiency bonus
Skills: Athletics + your proficiency bonus, Perception + your proficiency bonus (x2)

Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned Senses: Darkvision 60 ft., passive Perception 10 + (2 x your proficiency bonus) Languages: Understands the languages you speak


Vigilant. The Steel Defender can't be surprised.


Actions
Force-Empowered Rend. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + your proficiency bonus force damage.

Repair (3/Day). The magical mechanisms inside the Steel Defender restore 2d8 + your proficiency bonus hit points to itself or to one construct or object within 5 feet of it.

 

Reactions
Deflect Attack. The Steel Defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Steel Defender.

 

Additionally, as you progress in levels, your Steel Companion gains additional benefits:

 

Ever-Changing Creations

At 6th level, your creations become infused with the essence of change. Whenever you create a magic item or artifice, you can choose to imbue it with the ability to adapt and transform.

 

When activating an item that you have created or modified, you can expend an appropriate spell slot to modify its properties or effects. The level of the spell slot you expend determines the extent of the modifications you can make. For example, if you expend a 1st-level spell slot, you can make minor adjustments to the item's abilities or effects. If you expend a higher-level spell slot, you can make more significant modifications or introduce entirely new effects.

 

The specific modifications and effects that you can apply to the item are subject to the approval of your Dungeon Master, and they should be in line with the item's nature and intended purpose. The modifications should reflect the dynamic and ever-evolving nature of your creations, allowing you to tailor their capabilities to suit different situations or challenges.

 

For example, if you have a magic staff that normally casts a fireball spell, by expending a 3rd-level spell slot, you could modify it to instead cast a lightning bolt spell or empower the fireball to deal additional damage. If you have a magical suit of armor, you could expend a 2nd-level spell slot to grant it resistance to a specific type of damage for a limited duration or enhance its protective capabilities.

 

It's important to note that these modifications are temporary and tied to the activation of the item. Once the effect expires or the item is deactivated, it reverts to its original state. You can modify the item's properties and effects again by expending another appropriate spell slot when activating it.

 

This feature allows you to adapt your creations to meet changing circumstances, making your magical items versatile tools in your arsenal. It reflects the dynamic and ever-changing nature of Dromak's creations, ensuring that your artifices remain flexible and never stagnant in the face of evolving challenges.

 

Remember to consult with your Dungeon Master to determine the specific modifications you can apply and to ensure they are balanced and aligned with the game's rules and setting.

 

Masterful Adaptation (14th level)

At 14th level, your mastery over the ever-changing nature of your creations reaches its peak. You have become a true visionary of innovation and progress, able to harness the full potential of your artifice.

 

Whenever you use your Infuse Item feature, you can choose to infuse an additional item or construct without expending an additional infusion slot. Additionally, you can now change the infusions on your items or constructs as a bonus action, rather than spending 1 hour to do so.

 

Furthermore, you have gained the ability to unleash the transformative power of your creations in a spectacular display of ingenuity. As an action, you can activate Masterful Adaptation to initiate the Adaptive Field. The Adaptive Field lasts for 1 minute and has the following effects:

 

You and all friendly creatures of your choice within 30 feet of you gain temporary hit points equal to 5 times your artificer level at the start of their turns. These temporary hit points stack with any other temporary hit points they already have.

You and all friendly creatures within the Adaptive Field have advantage on saving throws against being frightened, charmed, or paralyzed.

Whenever a creature within the Adaptive Field makes an attack roll, they can roll a d4 and add the number rolled to the attack roll or saving throw. They can do this a number of times equal to your Intelligence modifier (minimum of 1).

 

Once you use this feature, you can't use it again until you finish a long rest.

 

Artificer's Legacy

At 18th level, your mastery as an Artificer becomes legendary, and you gain the ability to create a truly extraordinary artifact that bears your mark. This artifact becomes an extension of your own abilities, a testament to your unparalleled craftsmanship, and it counts as a magical item of your choice. The Artificer's Legacy ability enhances this artifact even further, granting it incredible power and versatility.

 

When you create your Artificer's Legacy artifact, you can infuse it with one of your available Artificer infusions without counting it against your total number of infusions. The infusion applied to the artifact is permanent and cannot be changed. Additionally, the artifact gains the following benefits based on your choice of infusion:

 

 

The Artificer's Legacy artifact is a true masterpiece, an embodiment of your unmatched craftsmanship and innovation. It reflects your unique playstyle and preferences, providing exceptional power and utility in your hands. As the creator of this legendary artifact, you leave an indelible mark on the world of artifice, and its very existence inspires awe and admiration among those who witness its prowess.

Cantrips:

1st-level Spells:

2nd-level Spells:

3rd-level Spells:

4th-level Spells:

5th-level Spells:

Level 6 Spells:

Level 7 Spells:

Level 8 Spells:

Level 9 Spells: