Cleric: Invention Domain

by driftvvood

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Image| Tech Priest | Cat Long
This work was created by Frisky Risque

Modern problems require modern solutions, but also a bunch of creativity! This domain is for worshippers of ingenuity, creative problem-solving, and the genesis of new ideas. Clerics who follow this domain are generally chaotic and often worship gods of art and creativity such as Lathander, Deneir, and Saraswati.

Invention Domain Spells

When preparing spells, you may pick one spell off the Artificer spell list of a level you can cast. At 3rd, 5th, 7th, and 9th levels you may prepare an additional spell off the Artificer list up to five spells. These spells count as cleric spells and do not count against the total number of spells you can prepare.

Creative Clergy

When you choose this domain at 1st level, you gain proficiency with Arcana and History as well as an artisan tool set of your choice which can act as your holy symbol. At the end of each rest you may choose an artisan tool set to gain proficiency with until the next time you finish a rest.

You also learn the mending cantrip if you don't already know it. For you, this cantrip takes an action to cast instead of a minute and does not count against your total number of known cantrips.

Additionally, you may use Intelligence as your spell casting modifier instead of Wisdom for your Cleric spells.

Optional Rule: Firearm Proficiency

The secrets of blackpowder weaponry have been discovered in many corners of the Planes. If your DM uses the rules on firearms and your cleric has been exposed to the operation of these weapons, your cleric is proficient with them. You may use your Intelligence modifier to make attack and damage rolls with these weapons.

Channel Divinity: Imbue Item

At 2nd level, you learn how to store a spell in an object. You may expend a use of your Channel Divinity to touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a prepared cleric spell of a spell level equal to half your proficiency bonus that requires 1 action to cast.

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell lasts in the item until either the spell is expended or you use your Channel Divinity again.

Weave Metal and Flesh

At 6th level, a number of times per long rest equal to your Intelligence modifier, you may replace verbal and somatic components for casting a spell with any metal object you can hold in your hand that is worth at least 1 gold piece. As part of casting a spell of 1st-level or higher, the object is consumed, the pieces flying towards one target of that spell within 90 feet of you.

For an amount equal to your proficiency bonus + twice the spell slot used, that creature either heals, gains temporary hit points, or takes force damage, as pieces of the consumed object integrate into the flesh of that creature in various ways. The visible signs of this feature may stay for as long as the target would like them to.

Potent Spellcasting

Starting at 8th level, you add your Intelligence or Wisdom modifier (your choice) to the damage you deal with any cleric cantrip.

Holy Relics

At 17th level, you magically create two items off of the Artificer Replicate Magic Item, using your Cleric level in place of the requirements. Only one of the items created using this feature may have the attunement requirement. If one of the two items has an attunement requirement, you may ignore that requirement. At the end of a long rest, you may destroy one of the items and create a new one maintaining a maximum of one attuneable item.

 

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