Forge

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 mithril 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 armour and powerful weapons to protect them.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Identify, Searing Smite 2 Character Points per Spell
2nd Heat Metal, Magic Weapon 4 Character Points per Spell
3rd Elemental Weapon, Protection from Energy 6 Character Points per Spell
4th Fabricate, Wall of Fire 8 Character Points per Spell
5th Animate Objects, Creation 110 Character Points per Spell

Talents

Talent CP Prerequisites
Blessing of the Forge 5 -
Artisan’s Blessing - Channel Divinity
Soul of the Forge 20 3rd Level Spells and Blessing of the Forge
Saint of Forge and Fire 80 8th Level Spells and Soul of the Forge

Blessing of the Forge

Cost: 5 Character Points

You gain the ability to imbue magic into a weapon or armour.

At the end of a long rest, you can touch one nonmagical object that is a suit of armour or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to DR if it’s armour or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Artisan’s Blessing

Prerequisite: Blessing of the Forge and Channel Divinity

You can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object (see Equipment 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.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Blessing of the Forge

Your mastery of the forge grants you special abilities.

You are resistant to fire damage. Additionally, while wearing heavy armour, you gain a +1 bonus to DR.

Saint of Forge and Fire

Cost: 80 Character Points
Prerequisite: 8th Level Spells and Saint of Forge and Fire

Your blessed affinity with fire and metal becomes more powerful.

You are immune to fire damage. Additionally, while wearing heavy armour, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.