Cleric Features
SpellcastingPHB58
You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 15, Spell Attack +7) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.
Divine DomainPHB58
You choose a divine domain that grants you additional spells and other features related to your deity.
Forge Domain
Domain SpellsXGtE18
You gain domain spells based on your cleric level.
Bonus ProficienciesXGtE19
You gain proficiency with heavy armor and smith’s tools.
Blessing of the ForgeXGtE19
At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a +1 bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.
Blessing of the Forge: (No Action)
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Long Rest
Channel DivinityPHB58
You can channel divine energy to fuel magical effects a number of times per short rest based on your level: [2nd] 1, [6th] 2, [18th] 3
Channel Divinity: (No Action)
Uses:
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Short Rest
Channel Divinity: Turn Undead: 1 Action
Channel Divinity: Artisan's BlessingXGtE19
You can use your Channel Divinity to conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The thing you create can be something that is worth no more than 100 gp.
Channel Divinity: Artisan's Blessing: (No Action)
Destroy UndeadCR 1 or LowerPHB59
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Soul of the ForgeXGtE19
You gain resistance to fire damage and while wearing heavy armor, you gain a +1 bonus to AC.
Divine StrikeXGtE19
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. [14th] 2d8 fire damage.
Divine Strike: (No Action)
RACIAL TRAITS
Warforged Resilience
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don’t need to eat, drink, or breathe. You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest
When you take a long rest, you must spend at least 6 hours in an inactive state rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has built-in defensive layers, which determine your armor class.
No Choice Made
Swift
Your walking speed is increased by 5 feet.
Light Step
When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
Light Step: (No Action)
Features & Traits