xanathars guide to everything

(Jeff_L) #1

BONUS PROF I CIENCIES
Whe n you c hoose t hi s dom a in at 1s t l e ve l, you gain pro-
ficie n cy with heavy armor and s mit h's tools.


BLESSING O F THE F ORGE
At 1s t l e ve l, you gain the ability to imbue magic into
a weapon o r armo r. At t he end of a lo ng rest , you can
touc h one nonmagical object that is a suit o f armo r o r
a sim ple or ma r tia l weapon. Unti l t he end of your next
lon g rest o r until you die , the object becomes a magic
item , gra nting a +1 bonus to AC if it's armo r or a +1 bo-
nus to attack and d a mage rolls if it's a weapon.
O nce you use this feature, you can't use it again until
you finis h a long rest.


C HANNEL DIVINITY: ARTISAN'S BLESSING
Starting at 2nd level, you can use your Ch anne l Divinity
to c reate s imple items.
You conduct a n ho u r-lon g ri t ua l t ha t c ra fts a nonmagi-
cal ite m t ha t mus t inc lude some m e ta l: a simple or mar-
t ia l weapon , a suit of armo r, ten pieces o f ammunition,
a set of tools, or a nothe r metal object (see c hapte r 5,
"Equipment," in the Player's Handbook for exam p les of
these ite ms). The creation is comple te d at the end of the
hour, coalescing in a n unoccupie d space of your c hoice
o n a surface w ithin 5 feet o f you.
T he thing you create can be something tha t i s worth
no mo re than 100 gp. As part of t hi s ritua l, you must lay
o ut m e tal, which can include coins, w ith a value equa l
to the cre ation. The metal irre trie vably coa lesces and
tra ns forms into the creati on a t the ritua l's end, magi-
cally forming even nonme ta l parts of t he creatio n.
The ritua l can c reate a duplicate of a nonmagical item
tha t contains m e tal, s uch as a key, if you possess the
origina l during the r itual.


SOU L OF THE FORGE
Starting at 6th leve l, your maste ry o f t he forge g rants
you s pecial a bilities:



  • Yo u gain resis ta nce to fire da m age.

  • While wearing heavy armo r, you gain a +^1
    bonus to AC.


DIV INE S T R I K E
At 8 th le vel, you gain t he ability to infuse your weapon
strikes with the fie r y powe r of t he forge. Once on e a ch
of your turns whe n you hit a creature with a weapon
attack, you can cause the attack to deal a n extra 1d8 fire
damage to the target. Whe n you reach 14th level, the ex-
t ra da mage increases to 2d.


CLERIC. OF THE GRl\VE

SAI N T O F FORGE AND FIR E
At^17 th level, you r blessed affinity with fire a nd metal
becomes m ore powerful:


  • You gain immunity to fire damage.

  • While wearing heavy armor, you have resistance to
    bludgeoning, pierci ng, and s lash ing damage from non-
    mag ical a ttacks.


Grave Domain

God s of the grave watch over t he line between life and
death. To these deities, death and the afterlife are a
foundationa l pa r t of t he mult iverse. To desecrate th e
peace of the dead is an abomina ti on. De it ies of t he grave
include Ke le mvor, WeeJas, the ancestra l s pirits o f t he
Undying Court, H ades, Anubis, and Os iris. F ollowers
of these de it ies seek to put wande ring s pirits to rest,
destroy the undead , and ease the suffe r ing of the dying.
Their magic also a llows them to stave off death for a
tim e, partic ula rly for a person w ho still has some great
work to accomplis h in t he world. This is a d e lay o f death,
not a denial of it, for death will eventua lly get its due.

CHAl"TER I I CHARACTER OPTIONS
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