Cleric subclass
The gods of the Creation domain embody the divine spark of inspiration and manifestation, holding dominion over forges, craftsmen, shipwrights, artists, and all who shape raw materials into works of beauty and function. While some of these deities serve as patrons of specific crafts, others inspire broader acts of creation and transformation across all disciplines. Their power encompasses not just the act of making, but also the necessary unmaking that clears away the old to make room for the new. Clerics who serve these deities are highly valued for their ability to conjure exactly what is needed in crucial moments, making them indispensable members of any expedition or community where their power to manifest solutions can mean the difference between success and failure.
Cleric Spell |
Spells |
1st | create or destroy water, identify |
3rd | magic weapon, shatter |
5th | glyph of warding, tiny hut |
7th | fabricate, stone shape |
9th | creation, wall of stone |
When you choose this domain at 1st level, you gain proficiency with all kinds of artisans' tools. Your proficiency bonus is doubled for any ability check you make that uses artisans' tools.
Also when you choose this domain at 1st level, you gain the thaumaturgy cantrip if you do not already know it, and can use it to create a nonmagical trinket or tool that can fit into your hand. The object created lasts until the end of your next turn.
Starting at 2nd level, you can use your Channel Divinity to create objects using the powers of the divine forges.
You can spend 1 minute presenting your holy symbol and describe a nonmagical inanimate object that can fit entirely within a cube that is 10 feet on each side. The object appears on the ground in an unoccupied space you choose within 30 feet of you; if there is not enough room for the object to be created in such a space, you cannot use your Channel Divinity in this way. The object you describe must be one that you have seen before, and must have a value of less than 3000 gp. The object is visibly crude, though perfectly functional, obviously magical (covered in a shimmering sheen visible even in dim light), and lacks any kinds of fine detail or ornamentation. The object disappears after 1 hour, or if you use this feature again, or if you are ever more than 30 feet away from the object.
Beginning at 6th level, when you cast the magic weapon spell, it does not require concentration to maintain its effect. If you cast magic weapon and then cast it again before the spell ends, the first casting of the spell ends immediately.
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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you use your Divine Fabrication feature, the object you create must fit entirely within a cube that is 50 feet on each side.
The Book of the Righteous. Green Ronin Publishing, 2017.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA