Divine Domain: Artifice Domain

The domain of Artifice is at the art of form given purpose. The gods of Artifice were the first to see the chaotic matter of the elements, and envision objects of art and will. Those gods of artifice are responsible for the first magic items used in the war’s of creation, and who worry over similar items in modern times. Their followers often practice crafts of construction and making, and seek to teach others their craft. Most followers of the domain are good following Onatar, and seek to make new inventions, or refine arts to better the civilizations they belong to. Only the few use the knowledge of this domain to tear down that which has already been built, or forge weapons to do it for them.

Artifice Domain Spells

Cleric Level Spells
1st identify, spell-storing item AI
3rd magic weapon, enhance ability
5th blast rod AI, tiny servant XGtE
7th fabricate, stone shape
9th animate objects, creation

Master of Artifice

At 1st level, you become proficient with Arcana, and thieves’ tools or one type of artisans’ tools.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Master Maker

When you choose this domain at 1st level, you gain the magecraft AI cantrip if you don’t already know it.

Channel Divinity

This functions in a manner identical to the standard Cleric ability, but these who choose the Artifice Domain do not have access to Turn Undead. Instead you start with Weapon Augmentation and gains access to Perfect Tool from your Domain.

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.

Channel Divinity: Perfect Tool

Starting at 2nd level, you can use your channel divinity to imbue an object with an enchantment  that makes it the perfect tool for whatever situation you are dealing with. As an 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.

Potent Spellcasting

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

Master of Magical Devices

At 17th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

Additionally you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race and level requirements on the use of magic items.

View the Domains of the Deities of Eberron to find out which faiths will allow you this domain.


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