Cleric
Base Class: Cleric

Those who follow gods of labor and/or Forge. These clerics believe that nothing is gained for free and a good days work is key to success. They place hard work above all else as they believe that the workers are the back bone of any society. Clerics of Labor spread the work of their god to those who wish to listen. "If you want something, work for it. If you have a goal, work towards it. With blood and sweat, nothing is beyond your reach" for this is the motto of any Labor Cleric.

A Labor Cleric will not only help pay for the construction of a new church but will help construct it. This is the way of the "Labor Domain Cleric"

I literally made this sub-class without realizing that there was already a "Forge Domain". So i guess you can say that this is my version of that domain. 

Bonus Cantrip: Light

Starting at 1st level when you choose this class, you gain a bonus cantrip "Light"

Blessing of Smith

Starting at 1st level, you gain proficiency with smith's tool (If you don't already)

Channel Divinity: Blessing of Labor

Starting at 2nd level, as an action, you can channel your divinity to bless all creatures within 120 ft. of you with Labor Blessing. While under this blessing, each level exhaustion takes twice the amount of exhaustion points to take effect. (Ex. It would take 12 exhaustion points for a creature to die from exhaustion.)

This Blessing lasts for a duration of 12 hours. After the blessing fades, if any blessed creature had gained levels in exhaustion; their exhaustion level is reduced to 1 (Ex. If a blessed creature had 11 points of exhaustion, after the blessing fades, instead of instantly dying the creatures exhaustion would become 1 with just the condition of having just one level of exhaustion)

Channel Divinity: Blessing of Forge

Starting at 6th level, you can channel your divinity and pray to your deity for divine inspiration for a weapon to forge. (You must have materials in hand along with "smith's tools") The weapon you choose to forge is not determined not by you but rather by your Deity (The DM).

The weapon has a chance to become magical in nature which is determined by the materials and amount of time used to forge the weapon (DM's Discretion on what they would need to produce such a weapon and on what table or percentage), (For Ex. You might use exotic materials from slain magical monsters like a dragon. and choose to spend a weak to forge the weapon. the DM might decide to say "Yeah that can make a +1 sword" then role a d100 with a 10% chance of making a +1 weapon)

If the weapon is not finished you can comeback to the task later but the finished product maybe different (Again at DM's Discretion) (For Ex. you may wish to spend 10 hour on making a sword but something came up after 5. You can choose to comeback to finish later but instead of a sword being forged it might be a dagger instead or a spear)

Divine Strike: Fire

Starting 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 fire damage to the target. when you reach 14th level, the extra damage increases to 2d8.

Divine Hammer

Starting at 17th level, "Blessing of Forge" is now called "Divine Hammer" with these effects.

You can use "Divine Hammer" to forge a Magnificent Weapon of high quality (You choose the weapon, must have materials and "Smith's Tools" on hand. Must also spend a total time to forge of 10 hours) (Quality of Weapons are +5 any added effects are Determined by the DM)

                                                                                                                                                               Or

As an action, you can channel your divinity to use "Divine Hammer" to attack a creature with your forging Hammer (Must have "Smith's Tools" on hand)
The bonus to hit is equal to your Strength + Dexterity + Wisdom modifiers with no other addition to hit.

On hit, the target takes 23 (5d8 Radiant Damage) and is set ablaze with divine fire. The fire can not be extinguished by non-magical means and at the beginning of each of the afflicted creature's turns it takes 1d6 radiant damage for (1d4 + your wisdom modifier) turns.

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