As an action, you touch a creature or a an unattended Once you use this feature, you can't use it again until
it again until you
object within reach. A creature must make a Constitution finish a long rest. saving throw, taking 5 times your cleric level thunder Channel Divinity: Artisan's Blessing damage on a failed saving throw and half as much on a Starting at 2nd level, you can use your Channel Divinity to successful one. An unattended object takes 5 times your create simple items. cleric level thunder damage. You conduct an hourlong ritual that crafts a nonmagical Appetite for Destruction item that must include some metal: a simple or martial Starting at 7th level, your destructive acts fuel further weapon, a suit of armor, ten pieces of ammunition, a set of expressions of devastation. If you kill a creature or destroy tools, or another metal object. The creation is completed at an object with a weapon attack, you can use your bonus the end of the hour, coalescing in an unoccupied space of action to immediately make one additional weapon attack. your choice on a surface within 1,5 meter of you. The thing you create can be something that is worth no Divine Strike more than 100 gp. As part of this ritual, you must lay out Starting at 9th level, you gain the ability to infuse your metal, which can include coins, with a value equal to the weapon strikes with divine energy. Once on each of your creation. The metal irretrievably coalesces and transforms turns when you hit a creature with a weapon attack, you into the creation at the ritual's end, magically forming even can cause the attack to deal an extra 1d8 thunder damage nonmetal parts of the creation. to the target. The ritual can create a duplicate of a nonmagical item When you reach 14th level, the extra damage increases that contains metal, such as a key, if you possess the to 2d8. original during the ritual. Destructive Touch At 17th level, you can utterly destroy an enemy with just a Soul of the Forge Starting at 7th level, your mastery of the forge grants you touch. As an action, touch one creature. special abilities: That creature must make a Constitution saving throw. The DC for this saving throw is your cleric spell save DC. You gain resistance to fire damage. On a failed save, the creature dies, and its body and While wearing heavy armor, you gain a +1 bonus to AC. everything it is wearing and carrying are reduced to a pile of fine gray dust. The creature can be restored to life only Divine Strike by means of a true resurrection or a wish spell. On a At 9th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of successful save, the creature takes 10d6 force damage. If your turns when you hit a creature with a weapon attack, this damage reduces the target to 0 hit points, it dies and is you can cause the attack to deal an extra 1d8 fire damage disintegrated as if it had failed its save against your Destructive Touch. Once you use this feature, you can't use to the target. When you reach 14th level, the extra damage it again until after you complete a long rest. increases to 2d8. Saint of Forge and Fire Forge o ge Dom or oma ain n At 17th level, your blessed affinity with fire and metal The gods of the forge are patrons of dwarf artisans who becomes more powerful: work with metal. The gods of the forge teach that, with patience and hard work, even the most intractable metal You gain immunity to fire damage. can be transformed from a lump of ore to a beautifully While wearing heavy armor, you have resistance to wrought object. Clerics of these deities search for objects bludgeoning, piercing, and slashing damage from lost to the forces of darkness, liberate mines overrun by nonmagical attacks. orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take Good ood Dom oma ain n great pride in their work, and they are willing to craft and Clerics that follow the good domain are seekers of gods of use heavy armor and powerful weapons to protect them. both life and death, drawing from their power to restore the vitality of creatures they encounter and build works of Forge orge Dom or oma ain n Spells mercy to the people. They wander the lands searching for Cleeric Level Spellss poor souls who are in great need of help, usually wandering through battlefields, hospitals and places 1st Identify, Searing Smite ravaged by diseases and death. They are always a sign of 3rd Heat Metal, Magic Weapon hope. 5th Elemental Weapon, Protection from Energy Good o d Dom oo oma ain n Spells 7th Fabricate, Wall of Fire Cleeric Level Spellss 9th Animate Objects, Creation 1st Protection from Evil, Bless 3rd Lesser Restoration, Aid Bonus Proficiencies and Blessing of the Forge When you choose this domain at 1st level, you gain 5th Beacon of Hope, Protection from Energy proficiency with heavy armor and smith's tools. 7th Aura of Purity, Death Ward Also 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 9th Mass Cure Wounds, Dispel Evil one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until Bonus Proficiencies and Relieving Touch you die, the object becomes a magic item, granting a +1 Starting when you choose this domain at 1st level, you gain bonus to AC if it's armor or a +1 bonus to attack and proficiency with the Medicine skill and the herbalist kit. damage rolls if it's a weapon.