Base Class: Cleric
The gods of the infusion are patrons of enchanters who work with magic. They teach that, with patience and hard work, even the most intractable runes can turn a mundane hammer into a weapon of legend. Clerics of these deities search for objects lost to the forces of darkness and the tides of time, experiment for new, both horrible and wonderful, results, 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 experiment and use powerful weapons to protect them.
Domain Spells
1st: Divine Favor, Thunderous Smite
3rd: Magic Weapon, Shatter
5th: Fire Arrows, Lightning Arrow
7th: Freedom of Movement, Staggering Smite
9th: Destructive Wave, Holy Weapon
Knight Enchanter
When you choose this domain at 1st level, your combat training and your experiments with enchanting have paid off in two ways: you gain proficiency with martial weapons, also when you attack with a magic weapon, you can use your WIS modifier, instead of STR or DEX, for the attack and damage rolls.
Holy Infusion
At 1st level, the cleric gains the ability to enhance his or her weapon by strengthening them with holy magic. When you make a weapon attack you can replace the damage with the damage and effect of one of your damaging cantrips. You can do this only once per turn.
Channel Divinity: Imbued Force
Reaching 2nd level, the cleric can use Channel Divinity to channel his or her spells and holy powers into their weapon.
Whenever you make a weapon attack you can cast a spell you have prepared into your weapon, but before you make the attack roll. The spell imbued into the strike or shot must have a casting time of 1 action and it must be able to either target one creature other than you or has an area of effect originating from a location of your choosing or yourself.
On a hit, the spell triggers against the target. If the spell is an area of effect it triggers with the target at the center. If the spell normally originates from yourself, the target is the point of origination of your choosing and the area of effect continues from the direction of the attack.
The spell’s effect triggers before the damage from the attack is applied to the target. If the spell effect requires a saving throw then the target has disadvantage on said roll. However, if the spell has a healing effect the damage roll is negated.
Tenacious Faith
Starting at 6th level, with divine inspiration you are able to quickly react while engaged in battle. After you take the attack action you may make another weapon attack as a bonus action. This weapon attack may not use the Holy Infusion or Imbued Force features.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Imbued Force
Starting at 17th level, when you imbue a spell into your weapon with Imbued Force you can treat the effect of that spell as being two levels higher than you cast it.
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