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 detect magic, identify
3rd magic weapon, enhance ability
5th counterspell, dispel magic
7th fabricate, stoneshape
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.

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.

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.

Weaver of Artifice

At 8th level, you gain five spell levels worth of artificer infusions. You may choose any artificer infusions up to 4th level, that total no more than five spell levels and add them to your list of available cleric spells that you can prepare. These infusion become cleric spells for you.

For example, you can pick a 3rd level and a 2nd level artificer infusion to add to your list of available cleric spells to prepare for that day.

Master Crafter

On reaching 17th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.


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


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