Cleric
Base Class: Cleric

In the beginning, many believe that the universe was created by the gods in a singular display of incredible sound, and that the echoes of this event have crystallized and transformed within the earth, becoming the mystical metals of adamant, mithril, and star steel. Deities of thunder, flame, creation, and destruction, such as Odin, Thor, Zeus, Jupiter, Creidhne, Gibli, Gofannon, Hephaestus, Iimarinen, Fulgora, Ogun, Ptah, and Svarog are commonly revered by clerics of this domain, who call upon their faith to wield the awesome power of creation itself. Wield weapons forged from these mystical metals and let loose the roar of the wrath of the gods and goddesses of metal.

Level 3: Metal Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Because Wizards Hate Fun you must manually add [Booming Blade  Destructive Wave and Yolande's Regal Presence]

Metal Domain Spells
Cleric Level Prepared Spells
3 booming blade, Vicious Mockery, Thunderous Smite Thunderwave, Heat metal, Shatter
5 Call Lightning, Haste
7 Phantasmal Killer, Wall of Fire
9 Destructive Wave, Yolande's Regal Presence

Level 3: Enter the Arena

At 3rd 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 bonus action to dismiss it. The arena has 15 hp at 3rd level 30 at 6th and 60 at 17th.

Level 3: Instrument of Destruction

Level 3: Instrument of Destruction
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Cleric or Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. 

Once you have bonded a weapon to yourself, you can make it take the appearance of any musical instrument of your choice and you gain proficiency with it and whenever you hit with an attack with your bonded weapon you can make it deal Thunder damage instead of its normal damage. You can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to one  bonded weapon. If you attempt to bond with a second weapon, you must break the bond with the other one. 

Additionally you gain proficiency with the Performance skill and while holding your bonded weapon you add your wisdom modifier to any skill checks made with it.

Moreover this weapon is considered a Holy Symbol and when you use it to to cast a Cleric spell of one action that targets one or more friendly creatures, you can use your Bonus action to make an attack with this weapon.

Level 6: March of the Damned

Level 6: March of the Damned

At 6th level, your flesh is as unyielding as the metal that adorns it. While you are wearing medium or heavy armor, you gain the following benefits:

Metal Armor. Any Critical Hit against you becomes a normal hit.

Heavy Footing. You ignore Difficult Terrain.

Unmovable. If you would be moved or gain the Prone Condition you can use your Reaction to avoid it

Level 17: 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 up to a minute. 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 can’t be charmed, frightened, Stunned or paralyzed

•You gain immunity to fire, and thunder damage.

• Once per turn when you hit with a weapon attack, it deals additional fire or thunder damage equal to your cleric level. This damage is doubled against objects and structures.

You can use this ability once per a long rest. You can spend two uses of your channel divinity (no action required) to regain the use of this feature.

Previous Versions

Name Date Modified Views Adds Version Actions
10/13/2025 7:40:42 AM
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