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# The Forge Domain for Cleric ## Disciples of Design The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, 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 use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. ## Subclass Features ### Level 3: Acolyte of the Forge You gain the following benefits. * ***Bonus Cantrip***. You know the **Mending** cantrip. * ***Tool Proficiency***. You gain proficiency with **Smith’s Tools**. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. * ***Weapon and Armor Crafting***. When you craft a nonmagical or magic weapon or suit of armor, the amount of time required to craft it is halved. ### Level 3: Artisan's Blessing You can expend a use of your Channel Divinity to create simple items. You can conduct an hour-long ritual that creates a nonmagical item that must include some metal: a Simple or Martial weapon, a suit of armor, ten pieces of ammunition, a set of Tools, or another metal object (see chapter 6, “Equipment,” in the *Player’s Handbook* for examples of these items). 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. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the item. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the item. The ritual can create a duplicate of a nonmagical item that contains metal if you possess the original, or another item that defines it, as a lock does a key, during the ritual. \columnbreak ### Level 3: Blessing of the Forge You gain the ability to imbue magic into a weapon or armor. At the end of a **Long Rest**, you can touch one magical or nonmagical object that is a suit of armor or a Simple or Martial weapon, granting a +1 bonus to Armor Class if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. The bonus lasts until the end of your next **Long Rest** or until you use this feature again. ### Level 3: Forge Domain Spells Your connection to this divine domain also ensures you always have certain spells ready. When you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared. ##### Forge Domain Spells | Cleric Level | Prepared Spells | |:----:|:----:| | 3rd | *heat metal*, *identify*, *mending*, *magic weapon*, *searing smite* | | 5th | *elemental weapon*, *protection from energy* | | 7th | *fabricate*, *wall of fire* | | 9th | *animate objects*, *creation* | ### Level 6: Fighting Style You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Cleric level, you can replace the feat you chose with a different Fighting Style feat. ### Level 6: Soul of the Forge Your mastery of the forge grants you special abilities: * ***Resistance***. You gain Resistance to Fire damage. * ***Superior Defense***. While wearing Heavy armor, you gain a +1 bonus to Armor Class. ### Level 17: Saint of Forge and Fire Your blessed affinity with fire and metal becomes more powerful: * ***Immunity***. You gain Immunity to Fire damage. * ***Supreme Defense***. While wearing Heavy armor, you have Resistance to Bludgeoning, Piercing, and Slashing damage. * ***Ultimate Enhancement***. When you use your Blessing of the Forge, the bonus to Armor Class or attack and damage rolls becomes a +2.