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A cult associated with metallurgy, they can also control the weather, put the evil eye on their enemies and blight crops and herds with sulfur and the waters of the Styx.

Table: Telchine Domain Spells
Cleric Level Spells
1st create or destroy water, fog cloud
3rd gust of wind, heat metal
5th bestow curse, call lightning
7th blight, control water
9th cloudkill, insect plague

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of Hephaestus

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 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 you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor 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.

Channel Divinity: Hephaestus Blessing

Starting at 2nd level, 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 armor, ten pieces of ammunition, a set of tools, or another metal object. 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 st. 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.

Divine Strike

At 6th level, you gain the ability to infuse your weapon strikes with divine energy. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Thunderous Strike

At 8th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.


At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.