Base Class: Paladin
The Champion of Heavy Metal is a Paladin subclass that draws power from the deity of Heavy Metal music. They channel the energy and rebellious spirit of this music into their divine spells and abilities, inspiring their allies and striking fear into their enemies. They use their thunderous smites and deafening screams to shatter their foes and stand up against tyranny and oppression. Through their passion and honor, they become a true champion of Heavy Metal, standing together with their brothers and sisters in the music and fighting for freedom and justice.
Tenets of Heavy Metal
The Champion of Heavy Metal follows the tenets of their deity, which include:
Strength: A true champion of Heavy Metal must be strong in body, mind, and spirit.
Honor: A Champion of Heavy Metal must honor their word and their commitments.
Passion: A Champion of Heavy Metal must be passionate about their beliefs and their music.
Rebellion: A Champion of Heavy Metal must stand up against tyranny and oppression, and fight for freedom and justice.
Brotherhood: A Champion of Heavy Metal must value the bonds of brotherhood and sisterhood that form between musicians and their fans.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shatter the Silence: As an action, you can use your Channel Divinity to let out a deafening scream, shattering any silence in a 30-foot radius around you. Any creature that can hear you within that radius must make a Wisdom saving throw against your spell save DC or be deafened for 1 minute. In addition, all enemies within that radius take thunder damage equal to your Paladin level, and any objects or structures made of glass, crystal, or similar materials automatically shatter.
Metal Anthem: As an action, you can use your Channel Divinity to inspire yourself and your allies with a rousing metal anthem. For the next minute, you and any creatures within 30 feet of you gain temporary hit points equal to your Paladin level + your Charisma modifier, and advantage on all Charisma checks and saving throws.
Bursting Smite
Starting at 3rd level, you can infuse your Divine Smite with the power of Heavy Metal, causing it to deal thunder damage instead of radiant damage. Additionally, when you hit a creature with your Divine Smite, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature is pushed back a distance in feet equal to 5 times the level of the spell slot used. On a successful save, the creature takes the full damage of your Heavy Metal Divine Smite, but is not pushed back.
Heavly Empowered
Starting at 7th level, Whenever a creature affected by your Protection Aura hit another creature with a attack, its deals a bonus Thunder damage equal to you Charisma modifier (minimum of +1).
Metal God's Blessing
Starting at 15th level, you gain resistance to thunder damage, and you and any allies within 10 feet of you are immune to being deafened. In addition, you can choose to expend a spell slot to cast the spell "Thunderwave" as a reaction, which you take immediatly after a creature affected by your Aura of Protection get hit by a melee attack. The spell effects originate from the creature that triggered the reaction, as if it was the original caster. You can use this feature a number of times equal to your Proficiency Bonus between short or long rests.
Metal Apocalypse
At 20th level, you gain the ability to call upon the power of your deity to unleash a cataclysmic Metal Apocalypse. As an action, you can spend 5 spell slots to create a massive shockwave of sound and force that deals thunder damage equal to 7 times your Paladin level to all creatures within a 100-foot radius around you. Any creature that fails a Constitution saving throw against your spell save DC lose consciousness for 1d10 minutes. Once you use this feature, you cannot use it again until you complete a long rest.
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