Civilization Domain

Clerics of the Civilization Domain have two primary concerns: protecting what is, and creating what will be. They tend towards lawful and good alignments, seeing the world for its potential. Gods that are patrons of cities/towns, or gods that preside of architecture, fortification, infrastructure, and other such marks of culture and technology making for fitting choices for a cleric of this domain.

While clerics of the Civilization Domain work toward a better future, they know to keep up a constant guard against the forces of ruination that seek to spread chaos and disarray and as much of their time is spent protecting civilization as is spend divising new way to advance it.

Domain Spells

Level Spell 1st Protection from Evil and Good, Sanctuary 3rd Continual Flame, Warding Bond 5th Beacon of Hope, Galder's Tower 7th Resilient Sphere, Fabricate 9th Animate Objects, Wall of Stone

Bonus proficiencies

At first level, you gain proficiency in heavy armor and the History skill.

Assisted Design

Also at first level, your deity provides you the tools you need to complete your work. At the end of a long rest, you can magically summon a set of artisan tools with all its contents (see Xanathar's Guide to Everything for details). You are considered proficient in these tools. You can summon/dismiss any tool or materials within the tool set to an empty square within 5ft. of you as a bonus action. Materials within the set, such as sheets of paper or ink, are used up as if the set was real. A set of tools lasts until the end of your next long rest, at which point all its tools disappear, but you can choose to make any materials within the set remain permanently, so if, for example, you created a map with summoned paper and ink, the map does not disappear.

Channel Divinity: Protect and Defend

Starting at 2nd level, you can use your Channel Divinity feature to protect both creatures and their creations from the forces of ruin.



As an action, you present your holy symbol and invoke defensive magic that can grant temporary hit points. Choose up to 6 creatures and objects within 30ft. of you. Each creature gains temporary hit points equal to your Wisdom modifier + half your cleric level and each object gains temporary hit points equal to your Wisdom modifier + twice your cleric level. Large or larger objects gain the temporary hit points for each Medium section of the object, targeting only the sections of the object that are within range.

The temporary hit points fade after 1 hour or if you use this ability again.

Fortified

Starting at 6th level, you become as durable as the stone and metal you craft. Whenever you take damage, you can reduce the damage by an amount equal to half your proficiency bonus and you gain resistance to necrotic damage.

Divine Strike

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

The Shining City on the Hill

At 17th level, you become a beacon of civilization and exemplar to all. As an action, you designate a 300ft. radius sphere centered on yourself for construction and begin an hour long ritual where you shape magical force into structures and objects.



The magical force can take on the appearance of any non-magical material such as glass, wood, stone, or metal and also takes on physical, thermal, and chemical properties appropriate to its appearance but cannot be stronger or more durable than steel. You can also remove or shift non-magical pre-existing terrain, plants, structures, and objects in the area. The ritual works based on what you can imagine, to the level of detail that you can imagine it, so it is not possible to create objects or structures that you do not have the artisan tool proficiency to create. Even if you do have the relevant proficiency, highly detailed creations such as mechanical components, realistic artworks, siege equipment, or a suit of armor require you to observe, shift, and change the creation until it has the desired appearance and function, taking many seconds or perhaps several minutes. Comparatively, a flat wall or a simple component such a door is much easier to imagine and can be created in a few seconds. Structures and objects created by this ritual usually form too slowly to trap or harm creatures: the caster can change no more than a 30ft. sphere within the 300ft. radius per round, and it takes the whole round for the changes to come into effect. It is not possible to create living matter or food with this ritual although organic materials in general are permissible. Any part of the creation taken beyond the original area of the ritual instantly dissolves into mist.



Once you have used this ability, you cannot do so until you have finished a long rest.