Cleric
Base Class: Cleric

The Hellforge Domain stands for bloodshed and artisanry. Those that follow it create wonders of supreme artisanry, craftsmanship and blacksmithing throught bloodsheed and suffering, they bath there crafted weapons in the blood of their victims to give them unique properties. Ka'Bandha is the earliest recorded follower of this Domain.

Warsmith

When the cleric chooses this domain at 1st level, he or she gains proficiency with bludgeoning weapons and heavy armor.

In Wisdom lies Strength and in Strength lies Wisdom

At 1st level, You have learned the benefits of wisdom in strength and strength in wisdom. When making a roll using either your wisdom or strength modifier, you can add half of the modifier of the other to that roll as well, you can use this trait a number of times equal to your wisdom modifier, you can choose to do so after you rolled but before the DM says whether it hits or not.

 

Precision Work

Starting at 2nd level, you can use your Channel Divinity to transcend beyond mortal artisanry .

You conduct an ritual over two hours where you enter a state of trance which grants you expertise with smiths tools while forging an item. When the ritual ends the creation is finished, coalescing in an unoccupied space of your choice on a surface within 5ft. of you, if you created a non magical item you gain 1 lvl of exhaustion, if you created a magical item you gain 2.

The thing you create can be a simple and martial weapon, a suit of armor or other tools. As part of this ritual, you must lay out metal, which can include coins, with a value of  half the creation. The metal irretrievably coalesces and transforms into the creation during the ritual, magically forming a bond with the other metal during the forging process.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Magic items can be forged aswell but they require more time, special components and a vast amount of material value depending on their rarity. (d20 checks and DM's approvel required)

Fire's Fury

At 6th level, your fury and rage burn like fire, they empower you to such a degree that you gain one extra attack while wielding a heavy weapon and blazing flames spring from your eyes.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes. 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 fire damage to the target. When you reach 14th level, the flames become magical and an unkown type of fire not present in this world, creatures with no resistance gain vulnerability to fire, creatures with resistance lose their resistance to fire, creatures with invulnerability only gain resistance, the effect applies until the end of your next turn.

A Verloren Hope

At 17th level, your wrath incarnates with each dealt blow, When dealing 50 or more damage to a creature in a round, that creature must succeed a DC 5 + your level, constitution saving throw, if it fails the creature is paralyzed until the end of its next turn. If this damage knocks the creature below 10% of its max HP and it failed the constitution saving throw it loses its remaining HP and is rendered unconscious. you can use this trait a number of times equal to your proficiency, you can choose to do so after you rolled but before the DM says whether it hits or not.

 

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