Cleric
Base Class: Cleric

The Wyrmforge Domain binds the concept of balance, emphasising the duality of existence. These clerics understand that for every light, there's a shadow, and for every calm, a storm. Often finding themselves as mediators, they are not impartial but rather understand the value and place of both sides. This balance makes them unique, as they may call upon the powers of both chaos and order, good and evil.

Wyrmforge Domain Spells

Cleric Level Spells

1st

heroism, detect evil and good

3rd

mirror image, branding smite

5th

spirit guardians, bestow curse

7th

wall of fire, banishment

9th

mass cure wounds, flame strike

 

Bonus Cantrips

At 1st level, you gain the Chill Touch and Produce Flame cantrips, and they count as cleric cantrips for you.

Blessing of the Elusive Wyrm

Starting at 1st level, your bond with Io grants you the elusive nature of a celestial dragon. When a creature makes an attack roll against you, you may choose to wait until the roll is revealed before deciding to use this feature. If you do so, you can use your reaction to add a bonus to your AC, potentially causing the attack to miss. The bonus to your AC equals your proficiency bonus + your Wisdom modifier, and lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Channel Divinity: Scales of Retribution

At 2nd level, upon landing a melee attack, you can use your Channel Divinity to channel Io’s divine energy into a draconic fury strike, dealing an extra 2d8 + your cleric level in radiant or necrotic damage (your choice) to the target.

Additionally, each creature of your choice within 20 ft. of the target must make a Constitution saving throw against your cleric spell save DC. On a failed save, a creature takes the same extra damage; on a successful save, it takes half. You can redistribute the total extra damage taken from creatures as healing to any creatures of your choice within the 20 ft. radius.

 

Channel Divinity: Dragon's Command

At 6th level, as an action, you can use your Channel Divinity to emit a mighty roar reminiscent of dragonkind. Each creature of your choice within 30 feet who can hear you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is either frightened or charmed (your choice) by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon's Heart Aura

At 8th level, you can use an action to invoke the power of the dragon's wisdom, creating a 20-foot radius aura around yourself that lasts for 1 minute. This shimmering aura represents the true equilibrium of forces, both aiding and hindering in equal measure.

  • Allies (including yourself) within the aura gain a +3 bonus to attack rolls and saving throws.
  • Enemies within the aura suffer a -3 penalty to attack rolls and saving throws.
  • Any ally (including yourself) that ends its turn within the aura receives 5 temporary hit points.

This power reflects the dual nature of balance, at once protecting those who stand with you and restricting those who oppose you. Once you have used this feature, you cannot use it again until you finish a long rest.

Wyrmforged Form

At 17th level, as an action, embody the balanced essence of Tiamat and Bahamut, transforming for 1 minute. During this transformation, you gain the following benefits:

  • Your size increases up to Large. Your height doubles and your weight multiplies by 8 for each size level you increase. If there isn't enough room for the increase in size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size.
  • Your weapon attacks deal an additional 4d10 radiant or necrotic damage (your choice).
  • Gain a flying speed of 60 feet.
  • Gain immunity to fire damage.

You can't use this transformation again until you finish a long rest.

Wyrmforge Domain Image

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