1: Domain Spells, Blacksmith's Bearings, Blessings of the Forge
2: Channel Divinity: Artisan's Blessing
6: Soul of the Forge
8: Blessed Strikes
17: Saint of Forge and Fire
When you choose this domain at 1st level, you gain proficiency with smith's tools and medium armor. If you already have proficiency with medium armor, you gain proficiency with heavy armor instead.
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a bonus to AC equal to half your proficiency bonus if it’s armor or a +1 bonus to attack and and a bonus equal to half your proficiency bonus to damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
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.
Starting at 6th level, your mastery of the forge grants you special abilities:
You gain resistance to fire damage.
While wearing armor, you gain a +1 bonus to AC.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage.
While wearing armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.