Cleric

 

Cleric: Divine Domain: Forge

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.

Forge Domain Features

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.

 

Forge Domain Spells

Level

Spells

1

Searing smite, shield of faith

3

Heat metal, magic weapon

5

Elemental weapon, protection from energy

7

Fabricate, iron defender

9

Animate objects, creation

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.