Cleric
Base Class: Cleric

When the gods first created the planes, it was said that the sound of lightning and fire scorched across them, making eerie noises and sounds that some could see the potential of. Those gods took the sounds and crafted them into several instruments they wielded with such care and skill that they rocked the heavens and fell many foes that would dare harm their realms. To this day, the followers of these gods can be seen writing ballads of famous battles or the brave warriors who fought and fell as a sign of reverence for their glory.

No one knows who was the first of these clerics, but their order is few compared to the others in the land. While many often do not welcome their presence or 'noise', no one can deny how mighty these warriors can be in battle. Though these priests have no actual temple to worship their gods, this order often works alongside other well-known gods and goddesses, namely those of fire, thunder, creation, and destruction.

The instruments they carry can only be wielded by those blessed by their celestial beings to carry out their will, whether for the good of mankind or its downfall.

Domain Spells

1st-level Metal Domain feature

You gain domain spells at the cleric levels listed in the Metal Domain Spells table. See the Divine Domain class feature for how domain spells work.

Metal Domain Spells
Cleric Level Spells

1st

thunderwave, hellish rebuke

3rd

heat metal, shatter

5th

call lightning, phantom steed

7th

wall of fire, summon construct

9th

steel wind strike, destructive wave

Bonus Proficiencies

1st-level Metal Domain feature

You gain proficiency with martial weapons and heavy armor.

Instrument of the Gods

1st-level Metal Domain feature

At 1st level, with your action, you can call forth a mystical weapon from the depths of the earth. This weapon is a magical great axe crafted from the purest of metals. When you attack with this weapon, you can use your Wisdom modifier, instead of Strength, for the attack and damage rolls.  This weapon is considered a holy symbol and an instrument only you can use. When making a Performance check using this item, you can use your Wisdom modifier, instead of Charisma.

Beginning at 5th level, you can attack while using this weapon twice, instead of once, whenever you take the Attack action on your turn.

You can only have one of these weapons at a time, If you create a second one, the first one vanishes.

Channel Divinity: Blessed & Possessed

2nd-level Metal Domain feature

You can use your Channel Divinity to infuse and invigorate yourself or others around you.

At 2nd level, as a bonus action, you present your holy symbol and evoke the ballad of the many battles across the centuries, giving the target an advantage on their next weapon attack. The weapon deals an additional 2d8 thunder or fire damage. This effect lasts until a critical hit is made or for one minute. 

Through the Fire and Flames

6th-level Metal  Domain feature

At 6th level, the power of the Gods pulses throughout your body, pushing you to your limits. While you are wearing heavy armor, you gain the following benefits:

  • You ignore non-magical and magical difficult terrain.
  • As a reaction, you can avoid being forcibly moved or charmed. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike

8th-level Metal  Domain feature

You gain the ability to infuse your weapon strikes with divine energy. 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 damage. When you reach 14th level, the extra damage increases to 2d8.

Fight Until We Die!

17th-level Metal  Domain feature

At 17th level, you can use your action to invoke the battle spirit of the Gods, granting you and your allies their blessings to continue the fight.

You and any allies within 30ft gain the following benefits:

  • You can’t be charmed, frightened, stunned, paralyzed, petrified, or restrained.
  • All weapon and spell attacks deal an additional 2d8 thunder or fire damage.
  • You resist bludgeoning, piercing, and slashing damage.

Once you use this feature, you can’t do so again until you finish a long rest.

Previous Versions

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