Cleric Domain: Construction
|1st||create or destroy water, tenser’s floating disk|
|3rd||arcane lock, spike growth|
|5th||create food and water, leomund’s tiny hut|
|7th||fabricate, stone shape|
|9th||wall of stone, creation|
|A Wall of My Own
When you choose this domain at 1st level you gain proficiency with heavy armor.
You gain proficiency with one tool kit. Your proficiency bonus is always double when using tool kits you are proficient with.
|Rite of Construction
From the 2nd level, as an action, you can use your Channel Divinity to create a non-magical object described in Chapter 5: Equipment in an unoccupied space adjacent to you in which it can fit. The value of this object may be up to 5 GP per Cleric level. If the number of objects created is equal to your Wisdom modifier (minimum 1) you must dismiss one item, disintegrating it, before you can create another. If any of these objects is more 100 feet away from you for 60 seconds it immediately disintegrates.
From 6th level one of the active items from your Rite of Construction can be a Constructed Guardian.
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 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Starting at 17th level you can use your Channel Divinity to reshape any solid substance such as wood, metal, ice or stone within a spherical space with a radius equal to your cleric level in feet which you can see and contains no creatures or magical items. No matter can be created or destroyed by this.
Medium construct, true neutral
Armor Class: 12 + your Wisdom modifier (not including shield)
Hit Points: Varies (your Cleric level x 5)
Speed: 20 ft.
STR DEX CON INT WIS CHA
Skills: Athletics (X + your proficiency modifier)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: poison, psychic
Condition Immunities: charmed, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages: Understands but does not speak languages you know. Has a telepathic link with you that you can use to communicate with it at any distance as long as you’re on the same plane as the Guardian.
Bodyguard: While the Guardian is adjacent to a creature that’s the target of an attack you may have it spend its reaction to switch places with that creature before that attack is rolled. If it does, it becomes the target of that attack instead if it’s a legal target.
- Has its own initiative and turn. If has an initiative bonus of 0.
- Disappears when reduced to 0 or fewer hit points.
- Is friendly to you and your companions.
- Will defend itself from hostile creatures but otherwise takes no actions if you don’t give it any orders.
Standard Attack: May make attacks with any weapons it has equipped.
Unarmed Attack: Proficient melee attack using strength deals 1d6+Strength Modifier bludgeoning damage.