Divine Domain
Creation
Creation, the act of creating, crafting, and bringing new art and form to the world. Creation, the world as created by the gods, and all the things upon it. It is both of these aspects that Magneus, the Worldsmith, is the master of. Clerics of creation believe the world was left to mortals by Magneus to carry on his divine craftsmanship, and so they exalt the ideals of art and work, as well as the natural beauty of Magneus' own great creation.
Creation Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, identify |
| 3rd | heat metal, magic weapon |
| 5th | elemental weapon, erupting earth |
| 7th | fabricate, stone shape |
| 9th | commune with nature, wall of stone |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, heavy armor and an artisan's tool of your choice.
Bonus Cantrips
At 1st level, you learn the mending and mold earth cantrips, which count as cleric cantrips for you.
Maker's Mark
Starting at 1st level, you learn to imbue a small spark of divine creation into the equipment of mortals. Through a 1 hour ritual, you can imbue a weapon, suit of armor, shield, or other item with your mark, granting it a bonus based on the type of item:
Weapon. The weapon counts as magical for the purposes of overcoming resistances and immunities.
Shield or Armor. The item's weight is reduced by 10 pounds (to a minimum of 1 pound), and its strength requirement is reduced by 2 if it has one.
Trinket. The trinket acts as a holy symbol, and when you cast a spell with a range of touch, the bearer can deliver the spell as if it had cast the spell. The bearer must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Any item imbued with your mark is immune to the destructive effects of creatures such as oozes and rust monsters, and can't be targeted by spells such as heat metal unless the bearer is willing.
You can only have one active mark at a time. If you mark a second item, the first item's mark fades and loses its effects.
At 6th and 14th levels, you can have an additional item marked at a time.
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to tap into the crafting prowess of the creator.
When you make an ability check using artisan's tools, you can use your Channel Divinity to add your proficiency bonus to the roll. If you’re already proficient in it, your proficiency bonus is doubled for the check.
When you use this Channel Divinity to craft items, your crafting speed is doubled. If the value of the item you're trying to craft is 10gp or less, you can craft it in 1 minute instead of the usual time.
Greater Mark
At 6th level, your Maker's Mark becomes enhanced with additional divine power. Items with your mark gain an additional bonus based on the type of item:
Weapon. The weapon becomes masterwork, gaining a +1 bonus to damage rolls.
Medium Armor. The bearer can add 3, rather than 2, to their AC if they have a Dexterity of 16 or higher.
Shield or Heavy Armor. When the bearer takes bludgeoning, piercing, or slashing damage, they can use their reaction to reduce the damage by an amount equal to your proficiency bonus.
Light Armor or Trinket. The bearer gains a +1 bonus to saving throws. This bonus does not stack with another marked trinket or suit of light armor.
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 dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Creation's Guardian
Beginning at 17th level, you are imbued with great divine power to guard the material plane against exotic threats. You can cast investiture of flame and investiture of stone at will, without expending a spell slot. You have advantage on attack rolls and saving throws against aberrations, elementals, and fiends.
Additionally, you are immune to any spell or effect that would unwillingly alter your form, or teleport or banish you to a plane other than the material plane.