Replace the printed domain rules with the following text.
Industrious Domain Features
| Cleric Level | Features |
|---|
| 3 | Master of the Craft, Industrious Domain Spells, Channel Divinity: Overclock |
| 6 | Foreperson’s Prerogative |
| 10 | Domain Intercession: Load-Bearing Doctrine |
| 17 | Divine Engine |
Level 3: Master of the Craft
Your deity teaches that creation is disciplined devotion. Every cut, brace, stitch, rivet, and repair can become a prayer when performed with purpose.
The first lesson of sacred labor is not that you always possess the perfect tool. It is that you learn to recognize the tool already present. A hammer is a tool. So is a willing hand, a steady back, a sharp eye, and a voice that knows when to say, “Now.”
You gain proficiency in one of the following skills of your choice: Arcana, Athletics, History, Investigation, or Perception.
You also gain proficiency in one other skill of your choice.
You gain proficiency with one Artisan’s Tool of your choice and gain Expertise with that tool.
You learn the Mending cantrip if you don’t already know it. You also learn the Bracework† cantrip. It counts as a Cleric cantrip for you and doesn’t count against the number of Cleric cantrips you know.
Applied Expertise
You know how to turn instruction into competence. With a correction, demonstration, or precisely timed command, you help a creature perform a task as though trained for the work.
When a creature you can see or hear within 30 feet of yourself makes an ability check using a skill or tool, you can take a Reaction to improve its training for that check. Choose the applicable benefit:
Practical Instruction. If the creature lacks proficiency in the skill or tool, it can add its Proficiency Bonus to the check.
Refined Technique. If the creature has proficiency in the skill or tool but doesn’t already have Expertise with it, its Proficiency Bonus is doubled for that check.
Master’s Correction. If the creature already adds double its Proficiency Bonus to the check, it has Advantage on the check.
You can use Applied Expertise a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
Level 3: Industrious Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Industrious Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|
| 3 | Identify, Sanctuary, Blessing of the Work†, Eureka Burst† |
| 5 | Heat Metal, Dispel Magic |
| 7 | Fabricate, Otiluke’s Resilient Sphere |
| 9 | Creation, Strategic Convergence† |
† Unique spells are described under Unique Spells below.
Level 3: Channel Divinity: Overclock
You invoke divine production rhythm, forcing a system into heightened output. Work quickens, timing sharpens, muscles align, and the whole process either accelerates or jams at your command.
As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose Reinforce the Crew or Jam the Works.
Reinforce the Crew
Choose up to two willing creatures within 30 feet of yourself, including yourself. Each chosen creature can immediately use its Reaction to do one of the following:
Move up to half its Speed.
Make one weapon attack.
Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.
For 1 minute, each chosen creature also gains the following benefits.
Divine Momentum. The creature’s Speed increases by 10 feet.
Steady Power. The creature has Advantage on Strength checks, Strength saving throws, and ability checks made using tools.
Perfect Timing. Once before the duration ends, when the creature makes an attack roll, ability check, or saving throw, it can treat a d20 roll of 9 or lower as a 10.
Jam the Works
Choose up to two hostile creatures you can see within 30 feet of yourself. Each target must make a Wisdom saving throw against your spell save DC.
On a failed save, the target’s equipment, timing, and physical rhythm falter for 1 minute. On a successful save, it is unaffected.
While faltering, the target suffers the following effects.
Broken Cadence. The target’s Speed is reduced by 10 feet.
Bad Timing. Once on each of the target’s turns, when it makes an attack roll or ability check, or attempts to use an object, tool, mechanism, vehicle, siege engine, or structure, you can interfere with the attempt, no action required.
If the triggering attempt involves an attack roll or ability check, that roll has Disadvantage.
If the triggering attempt is the use of an object, tool, mechanism, vehicle, siege engine, or structure, Rework Required applies.
Rework Required. A use affected by Bad Timing fails unless the target spends an additional action on the same turn or on its next turn to complete it.
The target repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 6: Foreperson’s Prerogative
You know how to make labor proceed—and how to stop it cold. With a word, gesture, or hard glance, you decide whether the work of the moment moves cleanly or fails at the worst possible point.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
When you use this feature, choose Direct the Crew or Sabotage.
Direct the Crew
As a Bonus Action, choose one willing creature within 30 feet of yourself that can see or hear you. The chosen creature can use its Reaction to do one of the following:
Move up to half its Speed.
Make one weapon attack.
Take the Help action.
Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.
If the creature uses this Reaction to take the Help action or make an ability check using a tool, object, mechanism, vehicle, siege engine, or structure, it can add your Wisdom modifier (minimum of +1) to one relevant roll made as part of that Reaction.
Sabotage
When a hostile creature you can see within 30 feet of yourself makes an attack roll or ability check, or attempts to use an object, tool, mechanism, vehicle, siege engine, or structure, you can take a Reaction to interfere with its grip, leverage, timing, process, or equipment.
The triggering creature must make a Wisdom saving throw against your spell save DC.
On a failed save, choose one of the following effects.
Bad Grip. If the triggering event involves an attack roll or ability check, that roll has Disadvantage.
Lost Pace. The creature’s Speed is reduced by 10 feet until the end of its turn.
Fault in the Work. If the triggering event involves the use of an object, tool, mechanism, vehicle, siege engine, or structure, the use fails unless the creature spends an additional action on the same turn or on its next turn to complete it.
On a successful save, the creature is unaffected.
Level 10: Domain Intercession: Load-Bearing Doctrine
You understand that every weapon, wall, tool, machine, and formation has a place where strength gathers—and a place where failure begins.
As a Magic action, choose Reinforce or Undermine. The chosen operation lasts for 1 minute and ends early if you have the Incapacitated condition.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Reinforce
Choose a number of eligible targets up to your Wisdom modifier (minimum of one target) that you can see within 30 feet of yourself.
Eligible targets include weapons, suits of armor, shields, tools, objects, vehicles, siege engines, doors, barricades, mechanisms, or 10-foot sections of structures.
Each chosen target gains one benefit based on its form.
Weapon. The weapon counts as magical. Once on each of the wielder’s turns when it hits, it deals an extra 1d4 Radiant damage.
Armor or Shield. Once per round when the wearer takes damage, it can reduce that damage by 1d4 + your Wisdom modifier.
Tool. Ability checks made using the tool gain a +1d4 bonus.
Object, Vehicle, Siege Engine, Door, Barricade, Mechanism, or Structure. The target gains Temporary Hit Points equal to 20 + your Cleric level and has Resistance to Bludgeoning, Piercing, and Slashing damage for the duration.
A creature can benefit from only one suit of armor or shield affected by this feature at a time.
Undermine
Choose a number of eligible targets up to your Wisdom modifier (minimum of one target) that you can see within 30 feet of yourself.
Eligible targets include weapons, suits of armor, shields, tools, objects, vehicles, siege engines, doors, barricades, mechanisms, or 10-foot sections of structures.
If a chosen target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the object is affected. On a successful save, that target is unaffected.
Each affected target suffers one effect based on its form.
Weapon. Once on each of the wielder’s turns when the weapon deals damage, reduce that damage by 1d4 + your Wisdom modifier.
Armor or Shield. The first attack roll made against the wearer each round gains a +1d4 bonus.
Tool. Ability checks made using the tool take a 1d4 penalty.
Object, Vehicle, Siege Engine, Door, Barricade, Mechanism, or Structure. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse the target gain a +1d4 bonus.
A magic item can be affected by this feature, but its magic is not permanently altered.
Level 17: Divine Engine
You summon a radiant engine of divine craftsmanship: a shifting work of rune-framed beams, articulated arms, glowing braces, suspended tools, sacred pulleys, hammering pistons, and precise force. It does not merely fight. It works.
As a Magic action, you summon the Divine Engine in an unoccupied space you can see within 30 feet of yourself.
The Engine is a Large magical object that occupies its space, lasts for 1 minute, and vanishes early if you have the Incapacitated condition.
When you summon the Engine, choose one configuration: Bastion, Drive, or Dismantle. You can’t change the configuration during that use.
The Engine has AC 18, Hit Points equal to five times your Cleric level, Immunity to Poison and Psychic damage, and Resistance to Bludgeoning, Piercing, and Slashing damage. It automatically fails Dexterity saving throws and automatically succeeds on saving throws against being Charmed, Frightened, Poisoned, or knocked Prone.
Once you summon the Divine Engine, you can’t do so again until you finish a Long Rest.
Bastion Configuration
The Engine anchors itself as a radiant worksite bastion, bracing allies and reinforcing what must hold.
Allied creatures of your choice within 30 feet of the Engine gain a +1 bonus to AC.
At the start of each of your turns, choose one allied creature within 30 feet of the Engine. The chosen creature gains Temporary Hit Points equal to 2d8 + your Wisdom modifier.
Objects, vehicles, siege engines, doors, barricades, mechanisms, and structures of your choice within 30 feet of the Engine have Resistance to Bludgeoning, Piercing, and Slashing damage.
As a Bonus Action, you can command the Engine to brace one creature or object within 30 feet of it. Until the start of your next turn, the target can’t be moved against its will, and attack rolls made to break, force open, disable, move, or collapse it have Disadvantage.
Drive Configuration
The Engine synchronizes the battlefield into a pattern of productive force, turning every successful strike into follow-through.
Once on each of your turns, when you or an allied creature within 30 feet of the Engine hits a creature with an attack, the Engine can strike the same target with radiant force. The target takes 2d8 Radiant damage and must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet away from the Engine.
Allied creatures of your choice within 30 feet of the Engine have Advantage on ability checks made to shove, grapple, lift, pull, carry, force open, or move objects.
As a Bonus Action, you can command the Engine to drive the crew forward. Choose up to two allied creatures within 30 feet of the Engine. Each chosen creature can move up to 10 feet without provoking Opportunity Attacks.
Dismantle Configuration
The Engine turns its sacred craft toward deconstruction, exposing weak points, loosening fastenings, and pulling enemy systems apart.
Hostile creatures of your choice within 30 feet of the Engine have Disadvantage on ability checks made using tools, objects, mechanisms, vehicles, siege engines, or structures.
Once on each of your turns, when you or an allied creature hits a hostile creature within 30 feet of the Engine with an attack, you can reduce that creature’s AC by 1 until the start of your next turn.
Objects, vehicles, siege engines, doors, barricades, mechanisms, and structures of your choice within 30 feet of the Engine lose Resistance to Bludgeoning, Piercing, and Slashing damage while the Engine remains.
As a Bonus Action, you can command the Engine to emit a dismantling pulse. Choose one object, vehicle, siege engine, door, barricade, mechanism, or 10-foot section of a structure within 30 feet of the Engine. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse that target have Advantage until the start of your next turn.
Engine of Labor
If you summon the Divine Engine outside combat, you can choose for it to last for 1 hour instead of 1 minute.
If you do, it can’t deal damage, affect hostile creatures, or use the radiant strike granted by Drive Configuration.
During this time, the Engine counts as ten skilled laborers and a full set of Artisan’s Tools for building, repairing, bracing, moving, dismantling, or reinforcing mundane objects, vehicles, siege engines, and structures.
It can’t create rare materials, produce spell components, craft magic items by itself, or complete work that requires specialized knowledge you or another participating creature lacks.
Unique Spells
Cantrips
Bracework
Transmutation Cantrip
Casting Time: Magic action
Range: Touch
Components: V, S
Duration: 1 minute
You touch one weapon, suit of armor, shield, tool, object, door, barricade, or 5-foot section of a structure and briefly reinforce or undermine its workmanship.
Choose Reinforce or Undermine.
Reinforce. The next attack roll, damage roll, ability check, or saving throw made using the target before the spell ends gains a +1 bonus. If the target is a weapon, it is considered magical for the purpose of that attack only. If the target is an object or structure, it instead gains Temporary Hit Points equal to your spellcasting ability modifier.
Undermine. The next attack roll, damage roll, ability check, or saving throw made using the target before the spell ends takes a −1 penalty. If the target is an object or structure, the next attack roll or ability check made to damage, break, force open, or disable it instead gains a +1 bonus.
If the target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the spell affects the target. On a successful save, the spell fails.
The spell ends after its bonus or penalty is applied.
Level 1 Spells
Blessing of the Work
Level 1 Transmutation
Casting Time: Magic action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one weapon, suit of armor, shield, tool, object, door, barricade, vehicle, siege engine, or 10-foot section of a structure and reinforce or undermine its workmanship.
Choose Reinforce or Undermine.
Reinforce
For the duration, the target gains one of the following benefits depending on its form.
Weapon. The weapon gains a +1 bonus to attack and damage rolls. If the weapon is nonmagical, it is considered magical for the duration.
Armor or Shield. The armor or shield grants a +1 bonus to AC.
Tool. Ability checks made using the tool gain a +1d4 bonus.
Object, Vehicle, Siege Engine, Door, Barricade, or Structure. The target gains Temporary Hit Points equal to 10 + your spellcasting ability modifier and has Advantage on saving throws made to resist being broken, forced open, disabled, moved, or collapsed.
Undermine
For the duration, the target suffers one of the following effects depending on its form.
Weapon. The weapon takes a −1 penalty to attack and damage rolls.
Armor or Shield. The armor or shield grants 1 less AC.
Tool. Ability checks made using the tool take a 1d4 penalty.
Object, Vehicle, Siege Engine, Door, Barricade, or Structure. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse the target gain a +1d4 bonus.
If the target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the spell affects the target. On a successful save, the spell fails.
A magic item can be affected by this spell, but its magic is not permanently altered.
A bonus granted by Reinforce to attack rolls, damage rolls, or AC doesn’t stack with a magical bonus of the same kind already granted by the target. Use the higher bonus.
When Undermine affects a magic weapon, suit of armor, or shield with a numerical magical bonus, the spell can offset that bonus but doesn’t reduce the item’s inherent magical bonus below +0.
A creature can benefit from only one suit of armor or shield affected by this spell at a time.
Using a Higher-Level Spell Slot. The spell improves according to the slot used:
Level 2: You can target up to two eligible targets that you touch as part of the casting.
Level 3: The bonus or penalty to weapons, armor, and shields increases to 2, and the Temporary Hit Points granted to objects, vehicles, siege engines, doors, barricades, and structures increase to 20 + your spellcasting ability modifier.
Level 4: You can target up to three eligible targets that you touch as part of the casting.
Level 5+: The bonus or penalty to weapons, armor, and shields increases to 3, and the Temporary Hit Points granted to objects, vehicles, siege engines, doors, barricades, and structures increase to 30 + your spellcasting ability modifier.
Eureka Burst
Level 1 Divination
Casting Time: Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You release a spark of divine clarity: a moment of perfect insight aimed at a creature, object, tool, mechanism, or structure you can see within range.
Choose one of the following effects.
Inspired Adjustment. You or one willing creature you choose within range adds 1d4 to the next ability check it makes using tools or an Intelligence-based skill before the spell ends.
Structural Weakness. You discern a visible fault, stress point, fracture, fastening, or point of leverage in one object, mechanism, Construct, vehicle, siege engine, door, barricade, or 10-foot section of a structure within range. The next attack roll or ability check made before the spell ends to damage, break, force open, disable, move, or collapse the target has Advantage.
Tactical Flash. Choose one creature within range. Until the start of your next turn, the first attack roll made against that creature by you or an ally has Advantage.
The spell ends after its benefit is applied.
Level 5 Spells
Strategic Convergence
Level 5 Divination
Casting Time: Magic action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You project a divine work schema across the battlefield, aligning chosen allies into a unified pattern of efficient action.
Choose up to three willing creatures within range.
For the duration, each target gains the following benefits.
Command the Flow. Once per round, when an affected creature makes an attack roll, saving throw, or ability check, you can take a Reaction to grant Advantage on that roll.
Adaptive Orders. As a Bonus Action, you can direct one affected creature to use its Reaction to do one of the following:
Move up to half its Speed.
Make one weapon attack.
Take the Help action.
Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.
Divine Overlay. You are aware of each target’s general physical condition—whether it is uninjured, wounded, or near defeat—for the duration.
Using a Higher-Level Spell Slot. You can target one additional willing creature for each spell slot level above 5.