Metal Domain Cleric

by Semako

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Metal Domain Cleric

Nightfall, for most people out there, brings calm and relaxation as the day's labors end and the hours of rest begin. But when the full moon rises above the forest, when guitars thunder and the drums roar, there is no calm anymore: it is time for the clerics of the Church of Metal to gather for their sacred Mass. All clad in black, wearing heavy metal armor decorated with studs and spikes they believe in the power of music, in the Sacrament of Sin and in the teachings of the Bible of the Beast.

Clerics of the Church of Metal are fearsome warriors and ruthless crusaders of the night, fighting folk and pop musicians as well as their archnemesis known as silence. There is no specific god these clerics follow, it is the music that unites them - "Metal is a Religion" they say, and even their holy scripture, the Bible of the Beast, as they say, manifested from music. And loudness, power, martiality, darkness and their unifying black clothing, that is what they stand for.

Domain Spells

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. \columnbreak

Spell Level Spell
1st thunderous smite, thunderwave
2nd darkness, shatter
3rd crusader's mantle, thunder step
4th symphony of power*, bloodthirst*
5th destructive wave, investiture of metal*

Army of the Night

As a holy crusader of the Church of Metal, you gain proficiency with martial weapons and heavy armor, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.

In addition, you gain proficiency in the Performance or Intimidation skill (your choice) as well as with a musical instrument of your choice. You can use a musical instrument as a spellcasting focus for your cleric spells.

Amen & Attack

At 1st level, you learn the booming blade cantrip, which does not count against the number of cleric cantrips you know. When you hit a creature with the weapon attack made as part of that cantrip, you can choose another creature friendly to you that you can see within 30 feet of you. That creature can use its reaction to make a weapon attack against the target. You can use this ability a number of times equal to your pro-ficiency bonus and regain all uses when you finish a long rest.

Channel Divinity: Stossgebet

You can use your Channel Divinity to utter an urgent musical prayer to overcome dreadful silence and to empower your allies. As a bonus action on your turn, you can play your musical instrument to fill the area within 60 feet of you with your holy music for a moment. Any silence effect within the area is suppressed until the start of your next turn and any sleeping creature within that area is woken up. In addition, you can choose a number of creatures equal to your proficiency bonus, possibly including yourself. Each chosen creature regains 1d8 hit points and deals an additional 1d8 thunder damage with its weapon attacks until the start of your next turn.

Metallum Nostrum

Loudness is what you are accustomed to. At 6th level, You gain resistance to thunder damage and immunity to the deafened condition.

And louder you are when there are multiple of you performing together. Whenever a creature within 30 feet of you deals thunder damage, possibly including yourself, any other creature within 30 feet of you that has a musical instrument it is proficient with can use its reaction to play its instrument. For each creature that uses its reaction in this way, the thunder damage dealt is increased by 1d8. When at least three characters use their reaction in this way at the same time, any creature that takes the enhanced thunder damage is knocked prone and deafened until the end of its next round.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of volume. 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Sacrament of Sin

At 17th level, you learn the ritual known as the Sacrament of Sin. This ritual requires you to perform with your musical instrument for an hour, channeling the magic of Metal to empower your allies for the upcoming crusade. Once you have completed your performance, choose up to 12 creatures that have listened to your music or performed together with you. Each of the chosen creatures gains the following benefits, which last for 24 hours:

  • The creature is immune to the charmed and frightened conditions.
  • When the creature deals thunder damage, it ignores resistances and treats immunity as resistance.
  • The creature's Strength score increases by 4 up to a maximum of 30.
  • Once during the duration, the creature can cast the bloodthirst spell on itself without using a spell slot. When it does so, the spell does not require concentration.

Once you have used this ability, you must finish a long rest before you can use it again. A creature that benefitted from the Sacrament of Sin has to wait for 7 days until it can receive its effects again.

Spells

Bloodthirst

4th level necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a drop of fresh blood)
  • Duration: Concentration, 1 Minute

You awake the bestial hunger for blood within a willing creature of your choice. The target gains the following benefits:

  • The creature's movement speed increases by 10 feet.
  • When the target hits with a melee wepaon attack, it deals an additional 1d8 necrotic damage and regains hit points equal to the damage dealt.
  • The target has advantage on attack rolls against a creature that has less than full hit points.
  • Once on its turn, when the target kills a creature, it can make an additional melee weapon attack as part of its action.

At higher levels: When you cast the spell with a spell slot of 5th level or higher, the extra necrotic damage increases by 1d8 for each slot level above 4th.

Investiture of Metal

5th level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a magically amplified musical instrument, a burning torch and a black robe)
  • Duration: Concentration, 1 Minute

Until the spell ends, you play a breathtaking and inspiring solo on your musical instrument. You gain the following benefits:

  • You are immune to thunder damage, cannot be deafened and within 60 feet of you, all silencing effects, including silence spells, end.
  • Creatures of your choice within 60 feet of you, including yourself, cannot be frightened and cannot fall asleep. Sleeping creatures in the area immediately wake up.
  • Your weapon attacks deal an additional 2d8 thunder damage.
  • You can cast the thunderwave spell at will at 1st level as a bonus action on each of your turns, including as part of the bonus action you cast this spell.

At higher levels: When you cast the spell with a spell slot of 6th level or higher, the level you can cast thunderwave at increases by 1 for each slot level above 5th.

Symphony of Power

4th level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a magically amplified musical instrument)
  • Duration: 1 round

You unleash some mighty riffs on your instrument. Each creature of your choice within 20 feet of you must make a Constitution saving throw. On a failure, it takes 6d8 thunder damage and is deafened until the start of your next round. On a success, it takes half as much damage and is not deafened.

In addition, you can choose one creature within the area. This creature feels inspired by your music. It gains 3d8 temporary hit points and adds 1d6 to its saving throws and attack rolls until the start of your next turn.

At higher levels: When you cast the spell with a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. If you cast the spell with a slot of 6th level or higher, the inspired creature can use its reaction to immediately make a weapon attack against a creature you designate.

Art: Powerwolf, Cover of Preachers of the Night

 

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