Metalwork Domain

A domain venerated by both dwarves and gnomes, this sphere focuses on the act of creation. It uses ancient runes to create the impossible from raw materials.

Cleric Level Spells
1st floating disk, unseen servant
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, secret chest
9th animate objects, creation

Bonus Proficiencies

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

Portable Forge

At 1st level, you have a portable forge you carry with you. Dwarves carry these forges on their backs as a sign of their priesthood while gnomes carry portable valises that expand outward into everything they need. These portable forges reduce production of hard metal, glass, and ceramic items by one factor, from months to weeks, weeks to days, days to hours, hours to minutes, and minutes to rounds. The portable forge weighs 20 lbs. and contains all the necessary equipment to forge metal items. When carried by you (and only you), the forge’s weight does not count towards your total encumbrance. If your forge is destroyed, you can create another one with 20 lb. of raw hard metal materials.

Channel Divinity: Smith’s Blessing

At 2nd level, you can use your Channel Divinity to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical metal suit of armor or 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.

Channel Divinity: Fastcraft

Starting at 6th level, you can use your Channel Divinity to create mundane hard metal items. You conduct a ritual that crafts a nonmagical item that must include some hard metal. Using raw metal materials of the appropriate weight, you can craft a metallic item from the metal in record time. You reduce the production time by two factors, from weeks to hours, and hours to rounds (you cannot create an item that would normally take more than four weeks with this ability). You do not need to make a DC check to craft the item. 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. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The creation appears at the end of the duration, coalescing on your portable forge, which must be within 5 feet of you.

Smith’s Strike

At 8th level, you gain the ability to infuse your weapon strikes with the thunderous clang 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Each strike makes a sound loud enough to be heard from up to 300 feet away.

Ancestor’s Forge

At 17th level, your Channel Divination: Fastcraft ability works with any metal. By spending a spell slot in combination with your Fastcraft ability and your portable forge, you can transform any hard metal into another material. You can transform mundane raw hard metal into different metals depending on your species. You can select a metal that is not tied to your species by spending an additional spell slot.

Species Metal
Gnome Orichalcum
Elf Mithral
Dwarf Stailinn
All Other Species Adamantine
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5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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