Cleric
Base Class: Cleric

The gods of the forge are patrons of artificers and artisansn who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Spell Level

Spells

1st

floating disk, identify

2nd

heat metal, magic weapon

3rd

glyph of warding, protection from energy

4th

fabricate, wall of fire

5th

animate objects, creation

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools. Your proficiency bonus is doubled for all ability checks that use that set of tools.

Blessed by the Forge

Also 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item if it isn’t already, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Gift

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct a quick minute-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than an amount of gold equal to twenty times your cleric level. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

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.

Forged Soul

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.
  • While wearing heavy armor, you have a bonus to Constitution saving throws equal to half your proficiency bonus (rounded down).

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.

Prophet of Forge and Flame

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You can attune to up to four magic items at once.
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage.

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