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Metal Domain

Metal Domain Spells
Cleric Level  Spells
1st  mercurial weapon*, thunderwave
3rd  heat metal, shatter
5th  call lightning, conductive spike*
7th  hand of hell*, wall of fire
9th  flame strike, legend lore

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in the Performance skill, martial weapons, and heavy armor.

Instrument of Destruction

Also at 1st level, you learn to call forth a mystical weapon from the depths of the earth when you finish a long rest. This weapon takes the form of a magical martial weapon crafted from adamantine, and it deals damage of its normal type or thunder damage (your choice). This weapon is considered a holy symbol and an instrument of your choosing, you are proficient with this instrument, and if it is Heavy, Small creatures can wield it without penalty. When you use your action to cast a cleric spell that targets one or more friendly creatures, you can use your bonus action to make an attack with this weapon.   You can only have one of these weapons at a time. If you create a second one, the first one vanishes.

Channel Divinity: Enter The Arena

At 2nd level, your power reaches into the deepest pits of the earth, creating a holy stage upon which you honor your gods. You can use your action and your Channel Divinity to cause countless shards of shrieking metal to burst from the ground, forming a circular arena in a 30-foot radius around your current location. When a hostile creature starts its turn within the area, you can cause it to be pushed 10 feet directly towards the center of the arena by the living metal surrounding it. The arena is surrounded by a spherical cage of barbed spikes that provide half-cover, preventing creatures from entering or exiting by conventional means.   This arena lasts for 1 minute, until you leave the arena, or until you use your action to dismiss it.

March of the Damned

At 6th level, your flesh is as unyielding as the metal that adorns it. While you are wearing heavy armor, you gain the following benefits: • Any critical hit against you becomes a normal hit. • You can ignore non-magical difficult terrain. • You can use your reaction to avoid being forcibly moved or knocked prone.

Divine Strike

At 8th level, your attacks are infused with the booming voices of the divine pantheon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Armageddon

At 17th level, you can use your action to invoke the wrath of your deity, transforming yourself into a massive and terrifying Avatar of Armageddon until the end of your next turn. You can repeatedly use your bonus action during each of your turns to play an instrument you are holding or to sing, causing the Avatar transformation to persist for an additional round. The Avatar transformation ends if you end your turn without having used your bonus action to sustain it. You gain the following benefits so long as you are transformed:
  • You grow in size, becoming Large or Huge, chosen by you when this effect begins.
  • You ignore difficult terrain.
  • You can’t be charmed, frightened, stunned, paralyzed, petrified, or restrained.
  • Burning, spiked armor covers your body, increasing your AC to 25 and granting you immunity to fire, lightning, and thunder damage.
  • You gain advantage on attack rolls.
  • Once per turn when you hit with a weapon attack, it deals additional damage equal to your cleric level. This damage is doubled against objects and structures.
Once you use this feature, you can’t do so again until you finish a long rest.

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