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CLERIC |
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Cleric |
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Cleric: Divine Domain: Forge |
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The gods of the forge are patrons of artisans, from a humble
blacksmith who keeps a village in horseshoes and plough blades to the mighty
elf artisan whose rune-tipped arrows have felled demon lords. |
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Forge Domain Features |
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Domain Spells Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the forge domain spells prepared, and they do not count
against the number of spells you can prepare each day. If you have a
domain spell that doesn’t appear on the divine spell list, the spell is
nonetheless a cleric spell for you. |
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Devout Craftsman When
you choose this domain at 3rd level, you gain proficiency with smith’s tools
and one other set of artisan tools. Using
these tools, you can conduct an hour-long ritual that crafts a nonmagical
item: a simple or martial weapon, a suit of armour, ten pieces of ammunition,
a set of tools, or another 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 object you create can be an item that is worth no
more than 100 gold pieces. As
part of this ritual, you must lay out materials, which can include coins or
other valuables, with a value equal to the creation. The materials transform
into the creation at the ritual’s end, magically forming parts of the
creation. The
ritual can create a duplicate of specific nonmagical items, such as a key,
only if you possess the original during the ritual. Channel Divinity: Forge’s Gift Beginning
at 6th level, you can use your ‘channel divinity’ to imbue magic into objects.
As an action you can use your channel divinity to touch one object. Until the
end of your next short or long rest, until you die, or until you use this ‘channel
divinity’ option again, the object gains the benefit of one infusion option
from the list of infusions available to the arcanist. The option must be one
that can be placed on the touched object, and it cannot be one that grants
the item limited charges or uses between rests. An option that normally would
use “the creator’s Intelligence”, instead uses your Wisdom modifier. Blessing of the Forge Beginning
at 10th level, by meditating on a magic item for 1 minute, you can grant it
one of the following bonuses until the end of your next short or long rest,
until you die, or until you use this feature again: •
The wearer gains a +1 bonus to AC
(armour or shields only). •
The wielder gains a +1 bonus to
attack and damage rolls (weapons only). •
The wielder deals an additional 1d6
damage of any damage type (such as fire, lightning, bludgeoning, psychic,
etc.) on the first attack with the weapon each turn. You must choose the
damage type when you select this option (weapons only). •
The wearer’s maximum hit points
increase by a number equal to your cleric level (armour only). •
The wearer can use a reaction when it
is attacked by another creature to give the creature disadvantage on that
attack (shields only). Divine Forge At
14th level, when you use your ‘channel divinity: forge’s gift’ feature, you
can choose two different infusion options from any of the arcanist infusions
that could be placed on the object instead of one. |
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