Divine Domains

Forge

The gods of the forge are patrons of artisans, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows have felled demon lords.

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 gp.

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 irretrievably coalesce and 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: Blessing of the Forge

Beginning at 6th level, you gain the ability to imbue magic into a weapon or armour. As a bonus action you can use your channel divinity to touch one object that is a suit of armour, a shield, or a simple or martial weapon. Until the end of your next short or long rest, until you die, or until you use this channel divinity option again, the object gets one of the following bonuses and becomes a magic item if it was not already:

  • The wearer gains a +1 bonus to AC (armour or shields only).

  • The wearer gains a +1 bonus to attack and damage rolls (weapons only).

  • The wearer deals an additional 1d4 damage of any damage type (such as fire, lightning, bludgeoning, psychic, etc.) when making attacks with the weapon. You must chose 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).

 

Forge’s Protection

Beginning at 10th level, you can grant yourself resistance to one damage type of your choice (except psychic) when you wear an armour made of metal. You can change this damage type when you finish a short or long rest.

 

Divine Forge

At 14th level, when you use the channel divinity option, blessing of the forge, you can choose two bonuses from the list to apply to the armour, shield, or weapon instead of one.

Cleric Level

Spells

1

identify, searing smite

3

heat metal, magic weapon

5

elemental weapon, protection from energy

7

fabricate, iron defender

9

animate objects, creation