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Material Domain (Cleric Subclass)


Hit Points

Hit Dice: d8 per Material Domain (Cleric Subclass) level
Hit Points at first Level: Same as Base Class
Hit Points at Higher Levels: Same as Base Class

Proficiences

Armor: Same as Base Class
Weapons: Same as Base Class
Tools: Same as Base Class
Saving Throws: Same as Base Class
Skills: Same as Base Class

Overview & Creation

The domain of material is one of the usage, manipulation, and compounding of the physical matter of the world and using to create great inventions. The Prophets of Material - Razenal, Guruk, and Shio - seek to promote values of diligence, self-reflection, and mental fortitude in those who hear their call and message. With the goal of bringing mortals up in the pursuit of perfection, the Prophets of Material include aspects of learning, training, and replacement. Clerics of the domain of material are beings who are determined to see the pinnacle of what the prophets designed.


Class Features

Divine Artisan

At level 1, you gain an additional proficiency in a tool or skill of your choice and expertise in a skill or tool with which you already have proficiency. You may now use tools with which you are proficient as a spellcasting focus for your cleric spells.  

Blessed Craftsmanship

Starting at 1st level, you have learned to imbue crafted items with the blessings of your prophet, enhancing them. You can spend 10 minutes to touch and bless an object with a blessing from the blessing list. The blessing remain on an object indefinitely unless a blessing is added to an already blessed object, then the first blessing vanishes.  

Channel Divinity: Miracle of Creation

Starting at 2nd level, you can use your channel divinity to touch a object and imbue it with a divine spark, turning it into a miracle. Choose 3 miracles from the miracle list to learn, at 8th level this increases to 5 known miracles. A miracle works on only certain kinds of objects, as specified in the miracle's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your miracle remains in an item indefinitely, but when you die, the miracle vanishes. The miracle also vanishes if you replace your knowledge of the miracle. Whenever you gain a level, you may choose to switch 1 of your known miracles for a miracle in the list.   The maximum number of objects with miracles is equal to your proficiency modifier. You must touch each of the objects, and each of your miracles can be in only one object at a time. Moreover, no object can bear more than one of your miracles at a time. If you try to exceed your maximum number of infusions, the oldest miracle ends, and then the new miracle applies.   If a miracle ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.  

Channel Divinity: Material Overcharge

At 6th level, your understanding of the physical world around you allows you to use divine energy to charge a crafted item to the point the material fails catastrophically. As an action, choose one mundane crafted item that is less than 10 pounds that you can see within of 30 feet of you which causes the item to explode. Each creature in a 15-foot cube centered on that item must make a Dexterity saving throw. A target takes 2d6 nonmagical piercing damage and 3d6 radiant damage on a failed save, or half as much damage on a successful one.  

Improved Artisanry

At 8th level, choose two more of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Apotheosis

At 17th level, you have become able to manifest some of the most powerful blessings available to material creations. You can choose one miracle whose requirement includes Apotheosis from the miracle list to learn. This miracle does not count towards your number of known miracles.   Whenever you gain a level, you may replace your apotheosis miracle with another from the miracle list. The miracle disappears when you replace your knowledge of the miracle.


Starting Equipment

Blessing List:

Restoration

Over the course of an hour, any breaks, tears, cracks, and dents in this object are slowly repaired as long as no more damage is sustained and the object is not in use.  

Illuminate

The object sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  

Control Heat

When this object is tapped, it can become either warm or cold to the touch. The cleric chooses whether the object can warm or cool when they cast this blessing.  

Reverberate

When an impact is made with this object, any sound created is either three times as loud or three times as quiet. The cleric chooses whether sound is amplified or diminished when they cast this blessing.   This blessing stacks with other effects that effect sound, for example, thunderous smite's sound would reach out to 900 feet with the amplify blessing or 100 feet with diminish blessing.    

Miracle List:

Absolute Trajectory

Item: A simple or martial ranged weapon (requires attunement)
This weapon gains a +1 bonus to hit with all ranged weapon attacks. This weapon also gains a +10/+20 bonus to the range of its attacks.   At 7th level, the bonus increases to +2 to hit.  

Bulwark of Stone

Item: A suit of armor or shield
The wearer (armor) or wielder (shield) can use their action to give a +1 bonus to Armor Class to any number of creatures of their choice within 15 feet of them until the start of the user's next turn. This feature is usable a number of times equal to the wielder's constitution modifier (minimum 1).  

Ceremony

Item: An empty book
This book can store up to 3 ritual spells at a time, holding them until the holder uses them. Any creature can cast a ritual spell into the book by touching the book and spending 5gp per spell level (5gp minimum for magical ink) and 10 minutes. The spell has no effect, other than to be stored by the book.   The creature which holds the book may use their action to open the book and cast a ritual spell from it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the book is no longer stored in it, freeing up space.  

Divine Intervention

Item: A piece of jewelry
Once per day, when the wearer gets hit by an attack, the wearer may use their reaction to gain 2d6 temporary hit points before the attack deals damage.   At 9th level, the wearer's may use their reaction to gain 3d6 temporary hit points instead.  

Guiding Hands

Item: A pair of gloves (requires attunement)
As an action, this item may be activated and it gives a +5 bonus to the wielder's next ability check. This feature is usable a number of times equal to the wielder's wisdom modifier (minimum 1).  

Holy Ward

Item: A gem or crystal worth at least 100gp
Gain a +1 bonus to Constitution saving throws. When the wielder is hit by an attack, they may use their reaction to cast a spell into this item, reducing the incoming damage of the attack by 5 times the level of spell cast. A spell is cast into this item by touching the item as the spell is cast and the spell has no other effect other than reducing the incoming damage.  

Judgment

Item: A simple or martial weapon
When the wielder makes an attack with this weapon and hits, it deals an extra 1d4 radiant damage. If the target is below 50% health, it deals an extra 1d8 radiant damage instead.  

Murmur

Item: A piece of jewelry (requires attunement)
The wearer may use their action to speak a telepathic message to another creature within 30 feet of them. The target creature must understand a language the wearer does.  

Rejuvenation

Item: A ring slotted with a 50gp or more gem (requires attunement)
Gain a +3 bonus to all healing you receive and give.   At 7th level, the bonus increases to +5 to all healing.  

Sacred Rend

Item: A simple or martial melee weapon (requires attunement)
The wielder may activate this weapon and empower it with divine energy. The range of the weapon attack becomes a 10-foot cone in front of them. A target hit by this empowered attack takes an additional 1d6 radiant damage. This feature is usable a number of times equal to the wielder's Constitution modifier (minimum 1).  

Stage of the Prophets

Item: A pair of boots (requires attunement)
As an action, the wearer can generate a 5-foot by 5-foot by 1-inch square of rigid metal and place it horizontally or vertically in an unoccupied space that the wearer can see within 30 feet of them. The square has AC 10 and 10 hit points and cannot be moved. The square lasts until it is destroyed, dispelled (level 0 spell), ended by the wearer as free action, another square is generated, or until a minute has passed.   At 5th level, the range increases to 60 feet.   At 9th level, two squares can exist at the same time.  

Razenal's Armament

Prerequisite: 17th level, Apotheosis
Item: A simple or martial weapon (requires attunement)
This weapon gains a +2 bonus to attack and damage rolls made with it.   Once per round, when the wielder hits with a weapon attack with this weapon, they may call down a pillar of divine energy on any point within 60 feet of them. In a 15-foot sphere around the point the wielder selected, all creatures which the wielder specifies must make a Dexterity saving throws with a DC equal to 8 + the wielder's proficiency modifier + the wielder's Strength or Dexterity modifier (the wielder's choice). A target takes 2d8 radiant damage on a failed save, or half as much damage on a successful one.  

Guruk's Shelter

Prerequisite: 17th level, Apotheosis
Item: A suit of armor or shield (requires attunement)
A creature gains a +2 bonus to Armor Class while wearing (armor) or wielding (shield) the item. While wearing (armor) or wielding (shield) the item, gain temporary hit points equal to your level at the start of the day. The creature also chooses a damage type when they attune to the item and the item gains resistance to that damage type.  

Shio's Instrument

Prerequisite: 17th level, Apotheosis
Item: A tool, wand, rod, staff, or spellbook (requires attunement)
While attuned to this item, your speed increases by 10 feet and you gain a +2 bonus to Constitution saving throws.   This item has 9 charges and it regains all charges daily at dawn. As a bonus action, you may expend 1-9 charges of the item to do one of the following actions:
  • Choose a creature within 30 feet of you. Heal that creature for 1d8 per charge expended.
  • Choose a creature within 30 feet of you. You may use three charges to end an effect of blinded, charmed, deafened, frightened, petrified, or poisoned

 


Cleric LevelSpells
1Longstrider, Comprehend Languages
3Alter Self, Darkvision
5Haste, Water Breathing
7Stoneskin, Elemental Bane
9Skill Empowerment, Telepathic Bond

Created by

Blipp.

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