5th Edition Character Sheet
Skills
Racial
Human (+1 two attributes)
Shield Master: Bonus action to shove when attacking. +2 to Dex saves against effects only targeting me. Reaction on successful Dex save to take no damage instead of half.
Class
Ritual Casting: You can cast cleric spells as rituals.
Spellcasting Focus: Holy symbol
Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.
Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Bonus Proficiency:I gain proficiency with heavy armor and smith's tools
Blessing of the Forge: At the end of a long rest, I can imbue magic into a nonmagical weapon or armor. It becomes magical: +1 AC if armor, or +1 to attack and damage rolls if a weapon. This lasts until the end of my next long rest or until I die. Uses: 1/long rest
Forge Domain Spells: identify, searing smite, heat metal, magic weapon, elemental weapon, protection from energy, fabricate, wall of fire, animate objects, creation
Channel Divinity: When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Channel Divinity: Artisan's Blessing: With an hour-long ritual, I can craft a nonmagical item that is at least part metal. Including: suit of armor, simple or martial weapon, set of tools, 10 pieces of ammunition. The creation can be worth up to 100 gp, and I must expend metals of equal value to it. The metals irretrievably coalesce into the new item, forming even nonmetal parts of it. The item can be an exact duplicate of a nonmagical item if I possess the original. The item comes into existence at the end of the hour in an unoccupied space within 5 ft.
Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.
Soul of the Forge:I gain resistance to fire damage and +1 to AC while wearing medium or heavy armor
[b]Racial[/b]
Human (+1 two attributes)
[b]Shield Master:[/b] Bonus action to shove when attacking. [+2] to Dex saves against effects only targeting me. Reaction on successful Dex save to take no damage instead of half.
[b]Class[/b]
[b]Ritual Casting:[/b] You can cast cleric spells as rituals.
[b]Spellcasting Focus:[/b] Holy symbol
[b]Divine Domain:[/b] Choose one domain related to your deity. Your choice grants you domain spells and other features.
[b]Domain Spells:[/b] Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
[b]Bonus Proficiency[/b]:
I gain proficiency with heavy armor and smith's tools
[b]Blessing of the Forge[/b]: At the end of a long rest, I can imbue magic into a nonmagical weapon or armor. It becomes magical: [+1] AC if armor, or [+1] to attack and damage rolls if a weapon. This lasts until the end of my next long rest or until I die. [b]Uses[/b]: 1/long rest
[b]Forge Domain Spells[/b]: [spell]identify[/spell], [spell]searing smite[/spell], [spell]heat metal[/spell], [spell]magic weapon[/spell], [spell]elemental weapon[/spell], [spell]protection from energy[/spell], [spell]fabricate[/spell], [spell]wall of fire[/spell], [spell]animate objects[/spell], [spell]creation[/spell]
[b]Channel Divinity:[/b] When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
[b]Channel Divinity: Turn Undead:[/b] As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
[b]Channel Divinity: Artisan's Blessing[/b]: With an hour-long ritual, I can craft a nonmagical item that is at least part metal. Including: suit of armor, simple or martial weapon, set of tools, 10 pieces of ammunition. The creation can be worth up to 100 gp, and I must expend metals of equal value to it. The metals irretrievably coalesce into the new item, forming even nonmetal parts of it. The item can be an exact duplicate of a nonmagical item if I possess the original. The item comes into existence at the end of the hour in an unoccupied space within 5 ft.
[b]Destroy Undead:[/b] When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.
[b]Soul of the Forge[/b]:
I gain resistance to fire damage and +1 to AC while wearing medium or heavy armor
Languages: Common, Celestial
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