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https://www.artstation.com/artwork/Rro6E ## Forge Domain Redux Clerics of Moradin, Gond, Hephaestus, Vulcan, etc. They make stuff... to break other stuff with. #### Domain Spells | Cleric Level | Loot | |:---:|:-----------| | 1st | *absorb elements, searing smite* | | 3rd | *heat metal, magic weapon* | | 5th | *elemental weapon, protection from energy* | | 7th | *fabricate, fire shield* | | 9th | *animate objects, creation* | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with martial weapons, heavy armor, and smith's tools. #### Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object such as a suit of armor, a simple or martial weapon, or up to ten pieces of ammunition. Until the end of your next long rest or until you die, the object or set of objects becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon or set of ammunition. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak #### Channel Divinity: Mass Heat Metal Starting at 2nd level, you can use your Channel Divinity to channel the fires of the forge to heat metals around you. As an action, you can use your Channel Divinity to magically cause any manufactured metal objects of your choice that you can see within 30 feet of you, such as metal weapons or suits of metal armor, to flare red-hot until the end of your turn. Any creatures in physical contact with one of these objects must succeed on a Constitution saving throw or take 1d8 + your Cleric level fire damage and drop the object, if it can, or half as much and not drop the object on a successful save. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. If you use this Channel Divinity to heat metal as part of crafting a metal item using your smith's tools, that item becomes magical. #### Soul of the Forge Starting at 6th level, you gain resistance to fire damage. #### Fury of the Forge Also beginning at 6th level, whenever you use your Channel Divinity, if you are wearing metal armor, you can choose to also enhance your own armor with the fury of the forge. For the next minute, or until you are incapacitated, your armor glows molten red, but doesn't harm you. For the duration, whenever a creature within 5 feet of you hits you with a melee attack, the damage you take is reduced by your Wisdom modifier and the attacker takes an equal amount of fire damage. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Saint of Forge and Fire At 17th level, your blessed affinity with fire and metal becomes more powerful: - You gain immunity to fire damage. - While your armor is wreathed in molten fire as part of your Fury of the Forge feature, whenever a creature within 30 feet of you hits you with an attack, you can use your reaction to deal it 2d6 fire damage. - Whenever you bless a weapon, piece of armor, or set of ammunition with your Blessing of the Forge, the item receives a +2 bonus instead of +1.