Marcotix
2016-11-27, 11:12 PM
Hey all, I was looking over the recent cleric UA which I can't link to since this is my first post :) google cleric UA, and you'll likely find it.
And while many undoubtedly think that the Forge domain is perfect and shouldn't be changed, I wanted something that felt a bit more like a smith and a bit less like a holy warrior.
Please keep your comments critical of my home-brew and off of why I shouldn't modify the Forge domain.
Forge Domain Spells
Cleric Level Spells
1st identify, shield of faith
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with perception, and smith tools. Your proficiency bonus is doubled for any ability check you make that uses smith’s tools.
Bonus Cantrip
When you choose this domain at 1st level, you gain the mending cantrip.
Artisan’s Blessing
At 1st level, at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft or repair a finished item that is at least part metal. The item is completed at the end of the rest.
The object can be worth no more than 100 gp per cleric level, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make.
The item can be an exact duplicate of an item, such as a copy of a key, if you possess the original during your short rest, and any magical properties the original has will not be present in the duplicate.
Channel Divinity: Blessing of the Forge
At 2nd level, you gain the ability to imbue magic into a weapon or armor. Touch one nonmagical object that is a suit of armor or a simple or martial weapon. The object becomes a magic item, depending gaining additional properties based on cleric level. The item remains magical until you take a long or short rest or 8 hours passes, whichever comes first.
Level 01 - 10 +1 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Level 11 - 15 +2 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Level 16 - 20 +3 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you a number of special abilities:
• You gain resistance to fire and thunder damage.
• When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
• Your character can use Artisans Blessing to craft or repair one item an hour as a part of a long rest. This activity counts as regular sleep, as long as your character would be able to sleep regularly otherwise. The din of the forge is magically reduced to the loudness of loud snoring for every one besides the cleric.
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 affinity for fire and metal becomes more powerful due to your deity’s blessing. You have immunity to fire and thunder damage.
All thanks to those who contributed to the Cleric UA thread, much of what was discussed finds its way in here!
And while many undoubtedly think that the Forge domain is perfect and shouldn't be changed, I wanted something that felt a bit more like a smith and a bit less like a holy warrior.
Please keep your comments critical of my home-brew and off of why I shouldn't modify the Forge domain.
Forge Domain Spells
Cleric Level Spells
1st identify, shield of faith
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with perception, and smith tools. Your proficiency bonus is doubled for any ability check you make that uses smith’s tools.
Bonus Cantrip
When you choose this domain at 1st level, you gain the mending cantrip.
Artisan’s Blessing
At 1st level, at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft or repair a finished item that is at least part metal. The item is completed at the end of the rest.
The object can be worth no more than 100 gp per cleric level, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make.
The item can be an exact duplicate of an item, such as a copy of a key, if you possess the original during your short rest, and any magical properties the original has will not be present in the duplicate.
Channel Divinity: Blessing of the Forge
At 2nd level, you gain the ability to imbue magic into a weapon or armor. Touch one nonmagical object that is a suit of armor or a simple or martial weapon. The object becomes a magic item, depending gaining additional properties based on cleric level. The item remains magical until you take a long or short rest or 8 hours passes, whichever comes first.
Level 01 - 10 +1 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Level 11 - 15 +2 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Level 16 - 20 +3 bonus to AC if armor or a +1 bonus to attack and damage if it’s a weapon.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you a number of special abilities:
• You gain resistance to fire and thunder damage.
• When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
• Your character can use Artisans Blessing to craft or repair one item an hour as a part of a long rest. This activity counts as regular sleep, as long as your character would be able to sleep regularly otherwise. The din of the forge is magically reduced to the loudness of loud snoring for every one besides the cleric.
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 affinity for fire and metal becomes more powerful due to your deity’s blessing. You have immunity to fire and thunder damage.
All thanks to those who contributed to the Cleric UA thread, much of what was discussed finds its way in here!