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(Supplement, by Pointy Hat) Domain of Creation - A Cleric Subclass
(Supplement, by Pointy Hat) Domain of Creation - A Cleric Subclass
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Domain of Creation
A Cleric Subclass by Pointy Hat
“There is nothing more divine than creation, and clerics of this domain are given what
they consider with the manifestation of the most holy of gifts. Creation clerics are known for
their ability to manifest objects, structures, and even living beings out of thin air. They channel
the divine energy that grants them power and solidify it into tangible form. These clerics
worship deities that are at the center of origin stories, or are known for creating worlds, great
works, and even peoples.
“The mission of a creation cleric varies as much as their creations. Some decide to
continue on the work of their god, raising structures in their image and following the rules that
their god dictated for their creations. Some task themselves with protecting their god’s divine
creations, repairing and preserving their beauty and worth.
“There are however creation clerics that believe that they were given the gift of
creation to shape the world around them as they see fit, bending it and adding to it as if it was
made of clay to twist it into what they believe the world ought to look like. Whether these
clerics leave behind a better or worse version of the world they inhabit depends on the cleric’s
own divine vision.”
Overview:
The Cleric Divine Domain of Creation is a cleric subclass that focuses on a cleric playstyle that
emphasizes set up and upkeep, as well as clever, outside of the box thinking.
Their envoy ability allows them to set up ongoing damage, healing, and protection on the
battlefield, freeing the cleric’s own actions to do as they see fit. They’ve been given abilities that
boost their initiative to make this set up process easier and quick during battle, maximizing the
utility of their costly abilities. This set up process relies heavily on their use of Channel Divinity,
so the creation domain also gives the cleric ways to mitigate this cost. Creation Clerics get a
sort of “ultimate” ability in the summoning of an exalted envoy, an extremely powerful but
short-lived ability that allows you to command a large and powerful construct of your own
creation.
The second pillar of this subclass comes in the shape of the creation cleric’s ability to create
walls. This was designed as an extremely open-ended ability that starts out as versatile but only
grows in power and versatility as the cleric becomes stronger. To fully capitalize on its power the
player must challenge themselves to think on new and creative uses for their walls, using them
in new and unique ways. Walls could be used as cover, as obstacles, as ways to traverse
spaces, or as a way to separate enemies from their allies, as well as an innumerable number of
other uses that the cleric must think of on their own.
Players that enjoy coming up with creative uses for their abilities as well as a busier style of
gameplay will particularly enjoy this subclass for clerics.
As an action, you create an envoy in an unoccupied space you can see within 30 feet from you.
When you summon the envoy, choose between Healing, Protection, or Harm. You cannot create
a new envoy of the same type as a currently existing envoy.
ENVOY OF HEALING
Small Construct, Unaligned
Divine Healing. At the start of your turn, the envoy of healing grants 1d6
temporary hit points to any creature of your choice within 10 feet of it.
ACTIONS
Envoy Healing. The envoy of healing restores 1d6 + your Wisdom
Modifier hit points to a creature it can see within 30 feet of it. The envoy
of healing can heal a number of times equal to 1 + your wisdom. After
healing that number of times, the envoy is no longer able to use the
envoy healing action.
ENVOY OF PROTECTION
Small Construct, Unaligned
Divine Protection. All creatures of your choice within 10 feet of the envoy
of protection gain +1 to their AC and have advantage on a saving throw
of your choice.
ACTIONS
Envoy Protection. The envoy assumes a protective stance. The envoy
becomes resistant to all damage except necrotic and can use its reaction
to divert attacks made against a friendly creature within 10 feet of it to
itself until the beginning of your next turn.
ENVOY OF HARM
Small Construct, Unaligned
Divine Harm. You can cast spells as though you were in the envoy of
harm’s place.
ACTIONS
Envoy Harm. Ranged Spell Attack: Your spell attack modifier to hit, reach
60 ft., one creature. Hit 1d8 radiant damage. The spell’s damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8).
If an envoy is forced to make an ability check or saving throw, it uses your ability scores.
In combat, the envoy acts during your turn. It can move on its own, but the only action it takes is
the Dodge action, unless you take a bonus action on your turn to command it to take another
action. You can only command one envoy using a bonus action, regardless of how many envoys
are active at a time. If a bonus action is not used to command an envoy, their Divine Healing,
Divine Protection, or Divine Harm abilities are still in effect.
If the mending cantrip is cast on an envoy, it regains 2d6 hit points. The envoy disappears if it is
reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
EXALTED ENVOY
Large Construct, Unaligned
Divine Combination. The exalted envoy gains the Divine Healing, Divine
Protection, and/or the Divine Harm abilities, depending on what envoys
were used in its creation.
ACTIONS
Multiaction. The exalted envoy can use two of its actions on its turn. Its
actions depend on what envoys were used in its creation. It cannot use
the same action twice on the same turn.
Exalted Harm. Ranged Spell Attack: Your spell attack modifier to hit, reach
60 ft., one creature. Hit 4d10 + your Wisdom modifier radiant damage.
If the exalted envoy is forced to make an ability check or saving throw, it uses your ability
scores.
In combat, the envoy acts immediately before or after your turn, your choice. You can command
it telepathically as a free action instead of a bonus action. If the mending cantrip is cast on the
exalted envoy, it regains 2d6 hit points. The envoy disappears if it is reduced to 0 hit points or
after a number of turns equal to your proficiency bonus. You can dismiss it early as an action.
Once you’ve summoned an exalted envoy you cannot do so again until you finish a long rest.