Artifice Dogma

Granted Power: Your healing spells and channel energy can restore hit points to objects and constructs.

Dogma Spells: 1stanimate rope; 2ndwood shape; 3rdstone shape; 4thminor creation; 5thfabricate; 6thmajor creation; 7thtransmute metal to wood; 8thpolymorph any object; 9thgate

Construct Subdogma

Associated Dogma(s): Artifice

Replacement Dogma Spells: 2ndskinsend; 4thsoothe construct; 5thrapid repair; 6thanimate objects; 7thcontrol construct; 8thcall construct; 9thtrue resurrection (only constructs)

Toil Subdogma

Associated Dogma(s): Artifice

Replacement Power: Your spells and channel energy can damage objects and constructs, even when they normally would not.

Replacement Dogma Spells: 1stcommand; 2nddisfiguring touch; 3rdray of exhaustion; 4thbestow curse; 5thwaves of fatigue; 6th—major curse; 7thwaves of exhaustion; 8thbinding; 9thmass hold monster

Trap Subdogma

Associated Dogma(s): Artifice

Replacement Power: Whenever you make a trap, choose one: increase the DC of the Perception check required to locate your trap by +2, increase the DC of the Disable Device check required to disarm your trap by +2, increase your trap’s attack bonus by +1, or increase your trap’s saving throw by +1.

Replacement Dogma Spells: 1stdetect snares and pits; 2ndsnare; 3rdimprove trap; 4thfire trap; 5thspike stones; 6th—major curse; 7thteleport trap; 8thbinding; 9thmass hold monster

Section 15: Copyright Notice

The Priest Base Class, © 2014 Alex Abel.

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