Forge Domain class icon: a gold hammer striking a glowing anvil

Forge Domain

A Cleric subclass for Baldur's Gate 3. Bless the party's weapons, and fight in heavy armour beside a forged Spiritual Weapon.

In development. Not yet released.

How it plays

Forge clerics serve the gods of smithing. They hold the line in plate, temper their allies' blades with a Channel Divinity, and keep a forged Spiritual Weapon fighting beside them: a second attacker in place of Extra Attack.

Blessing of the Forge

Channel Divinity · bonus action · 10 turns · level 2

Touch an ally's weapon: it becomes magical with +1 to attack and damage on top of any enchantment it already has (a +1 weapon becomes +2), the wielder has Advantage against constructs, and you add one of four riders. No concentration.

Forged Weapons

Passive · level 6

Your Spiritual Weapon gets +2 to hit, moves 12 m, sees through magical darkness and learns four new actions: Strike, Whirlwind, Flight and Teleport.

Smith's Insight

Passive · level 1

You know how things are made: Advantage on all attack rolls against constructs, spell attacks included.

Divine Strike: Thunder

Toggle · free · level 8

Once per turn, a weapon hit deals an extra 1d8 thunder damage, weapon cantrips included.

Blessing variants

Each Blessing adds one rider. Blessing the same ally again replaces the old rider; two blessings never stack.

Keen Blade

Critical hits

The wielder's critical hit threshold for weapon attacks drops by 1, stacking with other reductions (with Champion's Improved Critical: 18–20).

Forged Armour

Defence

+1 Armour Class.

Master's Edge

Accuracy

+2 to all attack rolls, so it helps caster allies too.

Sundering Edge

Penetration

Weapon attacks ignore resistance to slashing, bludgeoning, piercing and thunder damage. Immunity still applies.

The forged weapon

Spiritual Weapon still lasts 10 turns with no concentration. A Forge cleric's weapon gets these actions; other clerics' weapons are unchanged. Strike and Whirlwind both use the weapon's bonus action, so it picks one each turn.

Strike

Weapon's bonus action

The weapon's attack plus 1d8 thunder damage.

Whirlwind

Weapon's bonus action · 2 m

The weapon attacks every enemy within 2 m.

Flight

Movement · 12 m

Fly up to 12 m, double the base weapon's 6 m.

Teleport

Free · once per turn · 12 m

The weapon blinks to a point within 12 m, keeping its hit points and remaining actions.

The weapon's own specials (Lacerate, Piercing Thrust, Concussive Smash) have their save DC raised to match a Wisdom 18 cleric's.

Features by level

1Cleric
  • Heavy armour and martial weapon proficiency
  • Smith's Insight: Advantage on attack rolls against constructs
  • Domain cantrips: pick two, always prepared, from Acid Splash, Shillelagh, and (with Chocolate Edition) Booming Blade, Thundering String and Zephyr Shot
2Cleric
  • Blessing of the Forge: Channel Divinity weapon blessing with four variants
6Cleric
  • Forged Weapons: a stronger, faster Spiritual Weapon with Strike, Whirlwind, Flight and Teleport
8Cleric
  • Divine Strike: Thunder: +1d8 thunder on a weapon hit, once per turn

Domain spells

Always prepared; they still use spell slots.

1Shield
Thunderwave
3Spiritual Weapon
Shatter
5Elemental Weapon
Haste
7Stoneskin
Fire Shield
9Destructive Wave
Flame Strike