Molten Heart

Those called to the Molten Heart are more than smiths; they are sacred architects of reality. Born or trained within the Earthborn Citadels, these Ašipu serve under the High Forge Masters, often regarded as living saints of fire and stone. Each Ašipu carries the oath of Kára, the Memory of Flame, and is expected to record their deeds not in books, but in the very objects they forge.

Legends say the first forge clerics were taught by the 1st Builder itself, chosen to shape metal, fate, and community alike. Whether casting sacred alloys or defending their people with molten-blessed might, these Ašipu blend divine resilience with elemental craftsmanship. Their sanctuaries are citadels; their prayers, hammerfalls.

Domain Spells

Cleric LevelSpells
1stsearing smite, identify
3rdheat metal, arcane lock
5thmeld into stone, elemental weapon
7thfabricate, wall of fire
9thcreation, passwall

(1st Level)

Anvil’s Blessing

You gain proficiency with heavy armor and smith’s tools.

You may conjure a Molten Sigil, a radiant emblem of your forge path, on a weapon, armor, or shield over 1 minute of consecration. The sigil grants:

  • Weapon: Once per round on hit, deal an additional 1 fire damage, scaling with your Proficiency Bonus.
  • Armor or Shield: The wearer gains resistance to fire damage until the next long rest.

You may only have one active Molten Sigil at a time. You may inscribe a new one after a long rest.

(5th Level)

Artisan’s Armor

When you finish a long rest, you may inscribe divine runes into your armor or weapon for the day:

  • Armor: Gain +1 AC and immunity to being frightened.
  • Weapon: Once per turn, your attacks ignore resistance to nonmagical bludgeoning, piercing, or slashing damage.

Additionally, when you take fire damage, you may use your reaction to release a burst of searing energy. All creatures within 5 feet must make a Dexterity saving throw (DC = 8 + Proficiency + Wisdom mod) or take fire damage equal to your Proficiency Bonus.

(10th Level)

Living Alloy

Your bond with metal reaches spiritual unity. While wearing armor:

  • You gain resistance to nonmagical bludgeoning, slashing, and piercing damage.
  • When you or a willing creature finishes a short rest, you may spend 1 Channel Aṣé to imbue their armor or shield with reactive plating. Until their next long rest, when they are hit by a melee attack, the attacker takes fire damage equal to your Wisdom modifier (minimum 1).

(15th Level)

Miracle Convergence: Breath of the Eternal Forge

Once per long rest, you invoke the divine miracle of the Eternal Forge — a sacred pulse of celestial heat and harmonic creation.

As an action, you unleash the Breath of the Eternal Forge, creating a 30-foot aura centered on you that lasts 1 minute (concentration not required). While active:

  • Allies within the aura gain:
  • Resistance to fire and bludgeoning damage
  • An additional 1d6 fire damage on their weapon attacks
  • Regain 1d6 HP at the start of their turn if they are below half HP
  • Enemies within the aura:
  • Must make a Constitution save at the start of each of their turns or take 3d8 fire damage and have disadvantage on attack rolls until the start of their next turn
  • Constructs and fiends automatically fail this save on a natural 1 and are blinded for 1 round
  • Your Molten Sigil becomes radiant fire, doubling its bonus damage for the duration
  • At any time during the aura, as a bonus action, you may ignite the ground in a 15-foot radius centered on yourself: enemies must succeed a Dexterity saving throw or be restrained by molten chains until the start of your next turn.

After the aura ends, you and all allies in the zone gain temporary hit points equal to your Cleric level + Wisdom modifier.


Comments

Please Login in order to comment!