Artifice Domain
The Artifice Domain focuses on holy crafts, channeling the will of the gods into miraculous creations. These priests look down on clerics of the forge as merely jumped-up blacksmiths, while they dismiss knowledge priests as insufficiently practical. An Artifice priest might spend their days preaching, and then stay up the night tinkering. While often clever, their ingenuity is so striking as to seem divinely inspired; a mortal mind would not make such leaps of logic.
Deities: Lysander, Sternolf, Zani
Cleric Level Spells
- 1st--color spray, unseen servant
- 3rd--dancing object, shatter
- 5th--protection from energy, tiny servant
- 7th--repair, summon construct
- 9th--creation, skill empowerment
Holy Crafts
At 1st level, you learn the mending cantrip, which counts as a cleric spell for you. You also gain proficiency with thieves' tools and two sets of artisan's tools of your choice. Anytime you make a check involving tools with which you are proficient, you may choose to use your Wisdom modifier in place of the ability you would normally use.Miraculous Artifice
At 1st level, you gain the ability to imbue any weapon with a holy blessing as a bonus action. This blessing lasts for 1 hour, and turns the weapon's damage type into your choice of acid, cold, fire, or lightning. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Only one weapon may be affected by your Miraculous Artifice at a time. At 6th level, any creature dealing damage with an imbued weapon may choose to reroll the weapon's damage dice and choose the higher result. Additionally, you may now choose radiant or necrotic damage when you apply the blessing.Channel Divinity: Divine Inspiration
Starting at 2nd level, as an action, you can use your Channel Divinity to touch a creature and grant them divine skill. For one hour, they have advantage on all crafting attempts and any ability checks involving tools.Sacred Contraption
At 6th level, you are divinely inspired with an idea for a sacred contraption. You may spend ten minutes after completing a long rest to create a device capable of storing one of your domain spells. You choose the form and appearance of this contraption, though it always requires one hand for a creature to activate it. Any creature may cast the spell one time using the contraption, which uses your spellcasting ability and spellcasting modifier. The spell is always imbued at the highest spell level you can cast, up to 5th level. If the spell requires concentration, then the creature who uses the contraption is the one who must maintain concentration. You may only have one Sacred Contraption at a time, and its magic expires after you complete a long rest.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 the same type you last chose for your Miraculous Artifice feature. When you reach 14th level, the extra damage increases to 2d8.Blessed Works
At 17th level, creating or adjusting a Sacred Contraption now only takes you one minute. You may now create a number of Sacred Contraptions up to your Wisdom modifier per long rest, though only one may exist at a time. Once per long rest, you may remotely activate any of your Sacred Contraptions within 60 feet as a bonus action. Artifice Domain quirksOptional Quirks
The following are some optional quirks for a player of this Domain to choose from. d6 Quirk- 1 You speak to your tools.
- 2 You prefer to clean your crafting tools with holy water.
- 3 You say a prayer for every crafter you meet.
- 4 You add pointless gears and knobs to your equipment.
- 5 You say a penance anytime one of your constructions fails.
- 6 Your holy symbol has intricate hinges and can be folded into different shapes based on your mood.

Comments