Legends of Tolria
The Galactic Game

Subclass Compendium · Cleric

Domain of Forge

A cleric domain of the Halcyion Tech-Priest Forge sect — keepers of the cybernetic sacrament, weapon-blessers, and consecrators of the foundry-line.

Identity

Forge-clerics treat the foundry as a chapel. They bless the casting; they consecrate the firing-pin; they walk the production-line on a Halcyion Tech-Priest Forge-temple with the slow gravity of a priest tending an altar, because — in their theology — that is exactly what they are doing. The artifact is the prayer. The weapon is the rite. A Forge-cleric carries a hammer not as a tool but as a holy symbol, and the heat that surrounds them is not metaphorical.

Features

  • L3 Sacrament of the Foundry

    **Domain Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Ignite**, **Polish** • 3rd level: **Plasma Bolt**, **Magnetic Pull** • 5th level: **Cauterize**, **Iron Skin** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Forge-Wright Training.** You gain proficiency with smith's tools and with heavy armor. **Channel Divinity: Artisan's Blessing.** As a ritual action over 1 hour spent at a working forge or fabricator, you may create one non-magical metal item — a weapon (simple or martial), a piece of armor (any), a tool, a length of chain, a key, or similar — provided you possess raw materials of approximately the item's normal value (the rite consumes them). The item is of standard manufacture, not a masterwork piece, and is fully functional. You may also use this rite to repair a damaged metal item to full integrity, consuming only enough raw material to restore the damaged portion. This is a Channel Divinity option.

  • L7 Soul of the Forge

    You have resistance to fire damage. In addition, while you are wearing heavy armor, your Armor Class increases by 1. This bonus is a passive feature of your domain-sanctified relationship with the armor and does not stack with similar bonuses from other domain or class features.

  • L11 Channel Divinity: Saint of Forge and Fire

    As an action, you touch one weapon. For 1 hour, that weapon is consecrated as a Tier IV-grade armament: it counts as magical for the purposes of overcoming resistance to non-magical damage; the wielder treats the weapon as if it had the masterwork quality (a +1 bonus to attack and damage rolls, not stacking with any existing bonus higher than +1); and when the wielder rolls maximum on a damage die for the weapon, they roll one additional damage die of the same type. The wielder must be proficient with the weapon to gain the bonuses. If you cast this on a weapon already at Tier IV or higher, the effect grants only the masterwork-rerolls clause. This is a Channel Divinity option.

  • L15 Divine Strike

    Once on each of your turns when you hit a creature with a melee weapon attack, you may cause the attack to deal an additional 1d8 fire damage. This bonus damage increases to 2d8 at Cleric level 18. The damage is part of the original weapon attack and is not a separate effect.

  • L18 Avatar of the Forge

    Once per long rest, as a bonus action, you summon a **Forge-Construct** to fight beside you for 1 minute. The construct appears in an unoccupied space within 10 ft of you and is a Large object-creature of consecrated metal — AC 18, HP equal to 4 × your Cleric level, immune to fire and poison, resistant to bludgeoning/piercing/slashing from non-magical attacks. On your turn, you may use a bonus action to direct it to take one of: move up to 30 ft, make one melee attack (+ your channel attack bonus, reach 10 ft, 3d8 + your WIS modifier bludgeoning damage on a hit), or use the Dodge action. If you do not direct it, it remains in place. The construct vanishes when the form ends, when it is reduced to 0 HP, or when you dismiss it. You may use this feature only once per long rest.