Iron Domain

by Robosis

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Iron Domain

Clerics of The Iron Domain usually pray to gods of war or art, sometimes gods of earth or wealth. Few are born to into the faith due to the nomadic nature of the beliefs. Usually, it starts with the iron from the dirt and sand around them sticking to their skin. Later coming to their defense when they feel threatened.

When these souls recognize their power, they feel a magnetic pull toward a temple of their patron. A strong pull that calls them to a greater purpose for their deity.

Iron Domain Spells

Cleric Level Spells
1st Fog Cloud, Magic Missile
3rd Heat Metal, Spiritual Weapon
5th Galder’s Tower, Wall of Sand
7th Private Sanctum, Resilient Sphere
9th Steel Wind Strike, Telekinesis

Bonus Proficiencies

At 1st level, you gain proficiency with all martial melee weapons and all simple weapons.

Blessing of Iron

Starting at 1st level, you gain minor control of the iron around you. You gain access to the Shape Iron cantrip (detailed at the end of the class description).

Additionally, you learn a ritual creates a magical bond between yourself and one melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and infuse it with your blessed iron, forging the bond.

Once you have bonded a weapon to yourself, you cannot be disarmed of that weapon unless you are incapacitated. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. If it is on the same plane of existence, you always know what direction it is in. When you use the Shape Iron cantrip, you can have this weapon orbit you with the others.

Spinning Blades

Also at 1st level, you can use your divine power to launch iron at your enemies. Choose an object that contains iron that is not being worn or carried and weighs 10 lbs or less within 5ft of you and make a ranged weapon attack. This attack uses your wisdom modifier for the attack and damage rolls. The chosen object flies at your target, has a range of 60ft, and deals 1d6 plus your wisdom modifier bludgeoning damage on hit.

At the end of the attack, you can choose to have the object return to you.

Channel Divinity: Metallic Sculpting

Starting at 2nd level, you can use your Channel Divinity to manipulate iron into something useful.

Summon iron and shape into an object of your choice on the ground in an unoccupied space with 30-feet of you. This object is created over the next minute and lasts until it is dispelled or until you use this Channel Divinity again. The object must be able to fit within a number of 5-foot cubes equal to one plus your wisdom modifier and be no taller than 8-feet.

This object can be anything, such as a bridge, statue, weapon, wall, etc., but it must be entirely made of iron and must be one continuous object. The object has 20 hit points per 5ft cube it occupies and an AC of 15. If the object is reduced to 0 hit points, the iron turns to back into dust and falls.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cleric cantrips in place of one of those attacks.

Divine Strike

At 8th level, the cleric gains the ability to infuse their weapon strikes with divine power. Once on each of the cleric’s turns when they hit a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 weapon damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Attacks hit from Spinning Blades can trigger this feature.

Prophet of Iron

Beginning at 17th level, you can take full advantage of your iron blades. When you have two or more weapons flying around you from the Shape Iron Cantrip, you gain a bonus to your AC equal to half the number of weapons, rounded down (Minimum of 1). You can only gain this benefit if you are not wielding a shield.

You also attack three times, instead of twice, whenever you take the Attack action on your turn. You can still cast one of your cleric cantrips in place of one of those attacks.

Shape Iron

Transmutation Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 30ft (5ft cube)
  • Components: S
  • Duration: Instantaneous

Choose a 5-foot cube that you can see within range and control all iron in that area. Objects that contain iron can also be targeted but you can only effect the iron with a 5-foot cube. Targeted objects cannot be worn or held. You can manipulate the iron in one of the following ways.

  • Cause the iron to break apart into dust. You can use that dust to create shapes, spell out words, create images, or shape patterns. You can also pull iron dust from the ground.
  • Iron dust can also be used to create mundane objects. You can use this to create duplicates of a object, such as a key, if you have the original.
  • If an object with iron is lose, you can move it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You can cause iron or objects with iron to levitate for up to 1 hour

You can have no more than two of of the above effects active at a time. Objects created by this feature are permanent.

You can also Iron dust to create weapons floating weapons that orbit you. You can have a number of weapons up to your proficiency bonus created with this feature at any given time. If you create a new weapon using this feature, the oldest existing one vanishes. These weapons last until you dismiss them (no action required). They also vanish if you are unconscious or drop to 0 hit points.

 

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