Forge Domain Tweak

Easily one of my favourite domains. However it has a few glaring shortcomings. Changes are as follows:

Bonus Proficiency. First level 1 ability was changed to Initiate of the Forge; gives a Forge Domain cleric proficiency with Smith's tools as it should have, as well as the capacity to use them well.

Blessing of the Forge. Now works with magical weapons and armor, allowing it to remain relevant at higher levels.

Artisan's Blessing. Found this way too situational per its original implementation. Was improved such that its effect scales with Cleric level and has been given a less situational 'Imbue' option that was keyed to the Life domain's Channel Divinity progression. Added a size and non-magical limit to what Artisan's Blessing can produce as a sanity check.

Forge Domain Spells

Cleric Level Spells 1st searing smite, shield 3rd heat metal, magic weapon 5th elemental weapon, protection from energy 7th fabricate, wall of fire 9th animate objects, creation

Initiate of the Forge

When you choose this domain at 1st level, you gain proficiency with heavy armor and Smith's tools. You double your proficiency bonus for ability checks made with Smith's tools.

Blessing of the Forge

At 1st level you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest the object becomes magical if not already, and gains a +1 bonus to AC if it's armor, or a +1 bonus to attack and damage rolls if it's a weapon. These stack with any other bonuses the object has.

Once you use this feature, you can't use it again until you complete a long rest.

Channel Divinity: Artisan's Blessing

Choose one of the following effects whenever you use this Channel Divinity:

Craft. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished, nonmagical item that is at least part metal. The item is completed at the end of the rest.

The object must be Large or smaller (contained within a 10-foot cube, or eight connected 5-foot cubes), and can be worth no more than 100 gp per cleric level you have. As part of the ritual you must expend metals such as coins and other finished items with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key if you possess the original during your short rest.

Imbue. As an action, you present your holy symbol to imbue a piece of armor not already imbued in this way that you can see and is within 30 feet until you complete a short or long rest. When the armor's wearer would take damage, you or the wearer can end this effect as a reaction to have the wearer gain temporary hit points equal to five times your cleric level that last for 1 minute or until the armor is removed. While the wearer has these temporary hit points, the armor glows like newly forged steel, radiating dim light out to 5 feet.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you a number of special abilities:

You gain a +1 bonus to AC while you are wearing medium of heavy armor.

You gain resistance to fire damage.

When you hit a construct with an attack, that attack deals extra force damage equal to your cleric level.

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 gain immunity to fire damage and while you're wearing heavy armor, you have resistance to bludgeoning, piercing and slashing damage from non-magical attacks.