|
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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