Cleric
Base Class: Cleric

None better than the gods themselves understand the divinity of creation—and many are willing to reward those who create in their name. Gods of all sorts of craft—such as poetry, metallurgy, pottery, and fine arts—covet inspiration and successful performance, including Milil, Reorx, Dionysus, and Neith. Their magic imbues followers with inspiration and enhances their talents, leaving traces of the gods' own images and passions in their wake.

Artisan Domain clerics seek to share the act of creation with others, teaching both its craft for practical sake and for spiritual enlightenment. They make for rare adventurers, and those who travel seek to inspire and teach their crafts along their journeys, or take up pilgrimages to the birthplaces holy artifacts and craftsmen’s graves. They abhor the act of destruction, and seek to leave the world with something meaningful behind them.

Artisan Domain Spells

1st Level: Bless, Healing Word

3rd Level: Enhance Ability, Magic Weapon

5th Level: Tongues, Major Image

7th Level: Fabricate, Mordenkainen's Private Sanctum

9th Level: Seeming, Animate Object

Bonus Proficiency

When you select this domain, at 1st level, you may gain proficiency with two sets of artisan’s tools, one set of artisan’s tools and one instrument, or two instruments. You may perform a 1 hour ritual to bless these tools, and use them as an arcane focus.

Divine Craft

Starting at 1st level, you may select one craft you are divinely attuned to: poetry, music, pottery, fine arts, weaving, or glassblowing. Work with your DM for any other applicable crafts as they apply. When making checks related to this craft (such as recalling History, making a Performance, attempting to Persuade a shopkeep to part with or purchase a product of craft), you are considered an expert, and may double your proficiency bonus.

Channel Divinity: Muse's Call

Starting at 2nd level, you can use your Channel Divinity to call upon divine inspiration, to either assist allies or distract enemies. You may choose one creature within 30 feet of you to receive advantage or disadvantage on attack rolls and saving throws for up to 1 minute, with concentration. The creature must remain within 30 feet of you or the effect ends early.

Burst of Inspiration

Starting at 6th level, enraptured by the spirit of inspiration, you are able to add 1d8 to an attack roll, saving throw, and ability checks. You choose to use this after you roll, but before the DM makes a ruling. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all spent uses on a long rest.

Potent Spellcasting

Starting at 8 level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Magnum Opus

Starting at 17th level, your artisanal work is channeled into a set of divine, spectral armor, which envelops you in a temporary burst of arcane inspiration and protection, pushing you towards a frenzy of creation. You gain the following effects for 1 minute:

  • Your AC increases by 2.
  • You gain resistance to necrotic and psychic damage, and are immune to the stunned
  • You may add 1d4 to saving throws and attacks.

You regain this ability upon completing a long rest.

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