Cleric Domain - Artifice Domain

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Artifice Domain Weaver of Artifice

The domain of Artifice is at the art of form given purpose. At 8th level, you gain five spell levels worth of artificer
The gods of Artifice were the first to see the chaotic matter of infusions. You may choose any artificer infusions up to 4th
the elements, and envision objects of art and will. Those gods level, that total no more than five spell levels and add them to
of artifice are responsible for the first magic items used in the your list of available cleric spells that you can prepare. These
war’s of creation, and who worry over similar items in infusion become cleric spells for you.
modern times. Their followers often practice crafts of For example, you can pick a 3rd level and a 2nd level
construction and making, and seek to teach others their craft. artificer infusion to add to your list of available cleric spells to
Most followers of the domain are good following Onatar, and prepare for that day.
seek to make new inventions, or refine arts to better the Master Crafter
civilizations they belong to. Only the few use the knowledge On reaching 17th level, your mastery of arcane magic allows
of this domain to tear down that which has already been built, you to produce a variety of magic items. You can create a
or forge weapons to do it for them. single item chosen from Magic Item Tables A and B in
Artifice Domain Spells chapter 7 of the Dungeon Master’s Guide. It takes you 1 week
Cleric Level Spells to produce such an item, and you must rest for 1 month
before using this ability to craft another item.
1st detect magic, identify
3rd magic weapon, enhance ability
Credits
5th counterspell, dispel magic
Done by Evidicus (/u/Evidicus). and posted to my Homebrew
7th fabricate, stoneshape site for my D&D 5E campaign set in Eberron. This was
9th animate objects, creation created on the Unearthed Arcana and was taking almost
completely with a few tweaks to what he had offered.
Master of Artifice Praise be the master for creating The Homebrewery.
At 1st level, you become proficient with Arcana, and thieves’
tools or one type of artisans’ tools. Version 1.1
Your proficiency bonus is doubled for any ability check you Last updated on Oct 28th, 2016
make that uses either of those skills.
Channel Divinity: Perfect Tool v1.1 Changes
Starting at 2nd level, you can use your channel divinity to Made the following changes to Evidicus' original version.
imbue an object with an enchantment that makes it the Added bonus proficiencies
perfect tool for whatever situation you are dealing with. As an Replaced conjure elemental with insect plague
action, choose one skill or tool. For the next 10 minutes (and
as long as you have the object) you have proficiency with the
chosen skill or tool.
Channel Divinity: Weapon Augmentation
At 6th level you can use your channel divinity to enhance a
weapon you are holding. For the next minute or until you let
go of the weapon, you gain one of the following benefits:
Disrupting Weapon: +1d6 radiant damage, sheds bright
light in 20-ft radius
Flame Tongue: +1d6 fire damage, you have cold resistance
Frost Brand: +1d6 cold damage, you have fire resistance
At 14th level, the additional damage increases to 2d6 of the
given type.

CLERIC DOMAIN | ARTIFICE DOMAIN


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