Craft Domain

The Craft Domain makes skilled manufacture, shaped materials, repair and magical construction part of divine practice. Its 3.5e rules are published material, Pathfinder uses the closely related Artifice Domain, and the modern panels provide clearly labelled Craft adaptations for 2014 and 2024 Clerics.
At a Glance
| Divine Sphere | Craft, manufacturing, skilled making, repair, workshops and constructed objects |
|---|---|
| Published Craft Domain | D&D 3.5e supplemental material |
| Pathfinder 1e | Uses the published Artifice Domain as the closest rules-equivalent |
| 5e / 2014 | Campaign Craft adaptation; the published Forge Domain is the closest official alternative |
| 5.5e / 2024 | Campaign Craft adaptation using the 2024 Cleric subclass schedule |
| Typical Role | Craft specialist, repairer, creation caster and utility Cleric |
Edition Applicability
D&D 3.5e has the published Craft Domain. Pathfinder 1e does not publish a same-named Craft Domain, so its panel uses the official Artifice Domain as the closest rules-equivalent. D&D 5e / 2014 and 5.5e / 2024 do not publish a Craft Domain under that name; those two panels are deliberate campaign adaptations rather than official-looking filler. For a published 2014 alternative, the Forge Domain covers the nearest sacred-smith niche.
Craft Domain — 5.5e / 2024 Adaptation
Rules status: campaign adaptation for the 2024 Cleric. Craft is not an official same-named 2024 subclass.
Level 3: Craft Domain Spells
Your connection to sacred making ensures you always have the spells shown below prepared when you reach the listed Cleric level.
| Cleric Level | Prepared Spells |
|---|---|
| 3rd | Detect Magic, Identify, Heat Metal, Magic Weapon |
| 5th | Glyph of Warding, Meld into Stone |
| 7th | Fabricate, Stone Shape |
| 9th | Animate Objects, Wall of Stone |
Level 3: Sacred Maker
You gain proficiency with one type of artisan’s tools of your choice and learn Mending; it does not count against your number of Cleric cantrips. When you make an ability check using the chosen artisan’s tools, you can use Wisdom as the ability for the check instead of the ability normally used.
Level 3: Channel Divinity — Mend the Work
As a Magic action, you touch one object or Construct and expend one use of Channel Divinity. The target regains Hit Points equal to five times your Cleric level, up to its Hit Point maximum. A broken object must have all of its pieces present. This repair does not restore expended charges, recreate missing material, restore lost magic, or return a destroyed Construct to life or animation.
Level 6: Masterwork Blessing
When you finish a Long Rest, touch one nonmagical weapon, suit of armor, shield, or set of artisan’s tools. Until your next Long Rest or until you use this feature again, the item becomes magical. A weapon gains a +1 bonus to attack and damage rolls; armor or a shield grants a +1 bonus to AC; artisan’s tools grant Advantage on ability checks made with them by a proficient user.
Level 17: Perfect Work
Your Masterwork Blessing can affect two objects at once. In addition, Mend the Work restores Hit Points equal to ten times your Cleric level instead of five times your Cleric level.
Craft Domain — 5e / 2014 Adaptation
Rules status: campaign adaptation for the 2014 Cleric. Craft is not an official same-named 2014 domain; the published Forge Domain is the closest official alternative.
Domain Spells
You always have these spells prepared once you reach the listed Cleric level; they do not count against the number of Cleric spells you can prepare.
| Cleric Level | Domain Spells |
|---|---|
| 1st | Detect Magic, Identify |
| 3rd | Heat Metal, Magic Weapon |
| 5th | Glyph of Warding, Meld into Stone |
| 7th | Fabricate, Stone Shape |
| 9th | Animate Objects, Wall of Stone |
1st Level: Sacred Maker
You gain proficiency with one type of artisan’s tools of your choice and learn Mending; it does not count against your number of Cleric cantrips. When you make an ability check using the chosen artisan’s tools, you can use Wisdom as the ability for the check instead of the ability normally used.
2nd Level: Channel Divinity — Mend the Work
As an action, you touch one object or Construct and expend one use of Channel Divinity. The target regains Hit Points equal to five times your Cleric level, up to its Hit Point maximum. A broken object must have all of its pieces present. This repair does not restore expended charges, recreate missing material, restore lost magic, or return a destroyed Construct to life or animation.
6th Level: Masterwork Blessing
When you finish a long rest, touch one nonmagical weapon, suit of armor, shield, or set of artisan’s tools. Until your next long rest or until you use this feature again, the item becomes magical. A weapon gains a +1 bonus to attack and damage rolls; armor or a shield grants a +1 bonus to AC; artisan’s tools grant advantage on ability checks made with them by a proficient user.
8th Level: Potent Spellcraft
When you deal damage with a Cleric cantrip, add your Wisdom modifier to the damage.
17th Level: Perfect Work
Your Masterwork Blessing can affect two objects at once. In addition, Mend the Work restores Hit Points equal to ten times your Cleric level instead of five times your Cleric level.
Craft Domain — Pathfinder 1e Equivalent
Rules status: Pathfinder 1e has no official same-named Craft Domain. The published Artifice Domain is the closest direct equivalent and is reproduced here as the edition bridge.
Artificer’s Touch
You can cast Mending at will, using your Cleric level as the caster level. You can also make a melee touch attack against an object or Construct. On a hit it takes 1d6 damage + 1 for every two Cleric levels; the attack bypasses an amount of damage reduction and hardness equal to your Cleric level. The damaging touch can be used a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons
At 8th level, you can touch a weapon and give it the dancing special weapon quality for 4 rounds. You can use this power once per day at 8th level, plus one additional time per day for every four Cleric levels beyond 8th.
Pathfinder 1e Artifice Domain Spells
| 1st | Animate Rope |
|---|---|
| 2nd | Wood Shape |
| 3rd | Stone Shape |
| 4th | Minor Creation |
| 5th | Fabricate |
| 6th | Major Creation |
| 7th | Wall of Iron |
| 8th | Statue |
| 9th | Prismatic Sphere |
Craft Domain — D&D 3.5e
Rules status: published D&D 3.5e supplemental domain.
Granted Power
You cast Conjuration (Creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.
Craft Domain Spells
| 1st | Animate Rope |
|---|---|
| 2nd | Wood Shape |
| 3rd | Stone Shape |
| 4th | Minor Creation |
| 5th | Wall of Stone |
| 6th | Fantastic Machine |
| 7th | Major Creation |
| 8th | Forcecage |
| 9th | Greater Fantastic Machine |
How the Craft Domain Plays
Craft rewards a Cleric who treats the physical world as something that can be inspected, repaired, reshaped and improved. The 2024 and 2014 adaptations lean on Mending, repair through Channel Divinity, artisan’s tools and a utility-heavy spell list. Pathfinder’s Artifice Domain is strongest around objects and Constructs, while the published 3.5e Craft Domain rewards creation magic and a real Craft skill.
Who Grants the Craft Domain?
Craft belongs most naturally to powers whose established portfolios make skilled work sacred. Strong fits include Hephaestus, Goibhniu, Lugh, Ptah, Vulcan and Athena. A forge god may emphasise metal and weapons; an artisan or creator deity may instead favour architecture, sculpture, textiles, tools or civic works.
What Are Craft Priests Doing Now?
Craft priests are certifying guild work, restoring damaged workshops, recovering lost techniques, inspecting fortifications and deciding whether magical machines or created objects violate sacred rules of workmanship.
Related Domains and Character Options
- Cleric Domains — browse the full divine-domain collection.
- Cleric Class — class rules and edition structure.
- Artifice Domain — the closest Pathfinder rules-equivalent.
- Creation Domain — magical creation rather than skilled manufacture.
- Construct Subdomain — animated objects and artificial servants.
- Metallurgy Domain — sacred metalworking and anti-armour magic.
- Artificer Class — a non-Cleric route into magical making and invention.
- Constructs — creatures most directly affected by repair and object-focused magic.
- Conjuration Magic — including creation effects central to the 3.5e domain.
- Magic Items and Special Materials — useful destinations for craft-focused characters.
Rules Sources and Licensing
- D&D 5.5e / 2024: the Craft subclass features on this page are original campaign material built for the 2024 Cleric’s subclass schedule. Referenced spell rules use the SRD 5.2.1 where applicable.
- D&D 5e / 2014: the Craft subclass features on this page are original campaign material built for the 2014 Cleric domain schedule. Referenced SRD spell rules use the SRD 5.1. The published Forge Domain is the nearest official 2014 alternative.
- Pathfinder 1e: Artificer’s Touch, Dancing Weapons and the Artifice spell list follow the Pathfinder Roleplaying Game Core Rulebook.
- D&D 3.5e: the granted power and nine-spell progression follow the Craft Domain in Player’s Guide to Faerûn, also consolidated in Spell Compendium.
The 2014 and 2024 Craft panels are adaptations, not official same-named D&D subclasses. Pathfinder’s panel is explicitly an Artifice equivalent rather than a claim that Pathfinder publishes a Craft Domain.
