Channel of Molten-Rifting

Treats forges as casting foci, adds fire or plasma damage to weapon strikes, bonds a Tier IV weapon, casts Reforge and takes a forge aspect at 18th level.

Identity

The Channel of Molten-Rifting is the Riftcraft Tradition that works the Rift the way a smith works iron, with heat and a hammer. Molten-Rifters' formulas run hot enough to weld plate at arm's length. Arsenal-foundries staff them by the regiment, great houses keep them as master armorers, and the deep refineries pay them best.

Features

  • L3 Forge Focus

    You gain proficiency in Smith's tools if you do not already have it, and you treat any forge, refinery, or heat source of Tier II or higher as a casting focus for Molten-Rifting spells. When you copy a Molten-Rifting spell into your Spellbook, the cost is halved. When you are adjacent to an ally who is at 0 hit points or stabilized but Unconscious, you can add the effect of the Cauterize spell to a Molten-Rifting spell you cast on your turn without expending a separate slot. The Ignite, Plasma Bolt, Cauterize, and Brand spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Plasma Conduit

    While you hold a melee weapon and have at least one Molten-Rifting spell prepared, the weapon's strikes deal an additional 1d8 fire or plasma damage (your choice each strike). When you cast a Molten-Rifting spell and hit with a melee weapon attack on the same turn, that spell deals an additional 1d8 fire or plasma damage. This bonus does not stack with any other Molten-Rifting rider on the same strike.

  • L11 Forge Bond

    Over an 8-hour forge ritual, you bond with a single melee weapon, which counts as a Tier IV item for overcoming damage resistance and immunity. While you wield the bonded weapon, its damage rolls add 1d6 fire damage on a hit, and you can recall it to your hand as a bonus action from any range on the same plane. If the bonded weapon is destroyed or you want to bond a new one, you must complete another forge ritual. You can have only one Forge Bond at a time.

  • L15 Reforge Mastery

    You can cast Reforge once per long rest without expending a spell slot. When you cast Reforge, you can give the reforged item a +1 enhancement bonus to attack and damage rolls (or to AC, for armor) until your next long rest. Only one such enhancement can be active at a time.

  • L18 Forge Aspect Capstone

    Once per long rest, you can use a bonus action to assume the aspect of the living forge for 1 minute. While in this aspect, you are immune to fire damage and resistant to bludgeoning damage from non-Rift, non-energy sources. You radiate intense heat in a 10-foot aura. Any hostile creature that starts its turn in the aura or enters it for the first time on a turn makes a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failure and half as much on a success. Your Plasma Conduit damage increases to 2d8, and your melee weapon attacks ignore fire resistance. Flammable objects in the aura that are not worn or carried ignite. The aspect ends early if you are reduced to 0 hit points.