Metal Domain

## **Metal Domain**

There's music, and then there's metal. In the beginning, there
was a single, massive beat, and from it came every sound that
followed. Metal is an extension of that original cosmic pulse,
simmering with wicked guitars and thrashing drums, while
the clerics of the gods of metal cry out for blood, battle,
conquest, despair, triumph, and victory. Their instruments
sing the praises of their gods, and the gods answer with fire,
fury, steel, and thunderous power. Metal is more than music.
Metal is the sound of life and death.

**Metal Domain Spells**
Cleric level Spells
1st hellish rebuke, thunderwave
3rd crown of madness, pyrotechnics
5th fear, Melf's minute meteors
7th phantasmal killer, wall of fire
9th immolation, legend lore

**Bonus Proficiencies**
When you select this domain at 1st level, you gain proficiency
in heavy armor, martial weapons, and the Performance skill.

 **Axe Guitar**
At 1st level, your god teaches you the wicked secrets of a
mysterious device known as a "eh-lek-trick geh-tar", which you
can summon using your action.
This weapon counts as a holy symbol for the purposes of
spellcasting, and acts as a greataxe that deals either slashing
or thunder damage, your choice.
If it is lost or destroyed, you can summon a new one during
a short rest. It's also an instrument, if you didn't pick up on
that part.

**Channel Divinity: Up to Eleven**
At 2nd level, your god intervenes to crank things up. You can
present your holy symbol as an action to use your Channel
Divinity feature to bolster an ally within earshot. Each
successful attack requiring an attack roll that ally makes
during their next turn inflicts the maximum damage per die,
regardless of rolls, modifiers, damage dice, resistances, or
immunities.

**Guttural Scream**
At 6th level, your vocal cords distort and change to enable you
to speak the lyrics of the darkest hymns to the gods of metal.
You are permanently under the effects of thaumaturgy and
can cast it as a bonus action without somatic or verbal
components. Whenever a creature strikes you with a melee
attack, that creature takes psychic damage equal to your
Wisdom modifier as you cry out in rage to your god.

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes
with the power of rock. 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 damage of the same type dealt by the
weapon to the target. When you reach 14th level, the extra
damage increases to 2d8.

 **Harbinger of Armageddon**
At 17th level, your god enables you to summon their
messenger to scorch the earth. As an action, you can
summon a Harbinger of Metal. The Harbinger has the same
statistics as a fire giant (MM pg. 154) except its attacks deal
fire damage. This creature obeys your commands
unwaveringly, and will willingly sacrifice itself to serve your
goals. The Harbinger remains in your service for one minute
or until either you or the Harbinger are reduced to 0 hit
points. You can extend the duration of this feature by
continuing to play your Axe Guitar as an action within 300
feet of the Harbinger of Metal. Each turn you do so, the
Harbinger gains an additional round before it is returned to
its home plane in the fires of apocalypse. You can summon
this creature once, and must wait until you finish a long rest
before you can do so again.