Base Class: Cleric
You specialize in Rock Music.
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 matrial weapon crafted from adamantine, and it deals damage of its normal type or thunder damage. (your choice). This weapon is considered a holy symbol of 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 with a 30-foot radius around your current location. When a hostile creature starts to turn within the area, you can cause it to be pushed 10 feet directly towards the center of the arena by 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.
Channel Divinity: My Friend of Misery
At 6th level, you channel divinity can now cause your allies within 30 feet of you to gain advantage on their next attack roll or saving throw.
Nothing Else Matters
At 8th level, your ability with music has grown you can now add your charisma modifier to all attack rolls and damage rolls.
From Whom The Bell Tolls
At 17th level, your music is now so inspiring that all who hear it are compelled by it. All people in a 300 ft radius must make a wisdom save or become charmed by you. You can give them one of three commands.
-Fight: All enemies see each other as enemies. This effect lasts for 5 minutes
-Die: All enemy's take 10d10 psychic damage and the spells effect ends.
-Live: All allies gain hit points equal to your level+your charisma+yourwisdom+your profiency bonus.
Performance Bonus
Performance Bonus
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