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Playtest Content by Genuine, Art by Riley Spalding, Copyright Genuine Fantasy Press.
Coming to the Compendium of Sacred Mysteries: Resurrection!

Divine Domain: Metal March of the Damned


At 6th level, your flesh is as unyielding as the metal that adorns
In the beginning, many believe that the universe was created it. While you are wearing heavy armor, you gain the following
by the gods in a singular display of incredible sound, and that benefits:
the echoes of this event have crystallized and transformed • Any critical hit against you becomes a normal hit.
within the earth, becoming the mystical metals of adamant, • You can ignore non-magical difficult terrain.
mithril, and starsteel. Deities of thunder, flame, creation, and • You can use your reaction to avoid being forcibly moved
destruction, such as Odin, Thor, Zeus, Jupiter, Creidhne, Gibli, or knocked prone.
Gofannon, Hephaestus, Iimarinen, Fulgora, Ogun, Ptah, and
Svarog are commonly revered by clerics of this domain, who Divine Strike
call upon their faith to wield the awesome power of creation At 8th level, your attacks are infused with the booming voices
itself. Wield weapons forged from these mystical metals and let of the divine pantheon. Once on each of your turns when you
loose the roar of the wrath of the gods and goddesses of metal. hit a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 thunder or lightning damage (your choice)
Metal Domain Spells to the target. When you reach 14th level, the extra damage
Cleric Level Spells increases to 2d8.
1st mercurial weapon*, thunderwave
Avatar of Armageddon
3rd heat metal, shatter
At 17th level, you can use your action to invoke the wrath of
5th call lightning, conductive spike* your deity, transforming yourself into a massive and terrifying
7th hand of hell*, wall of fire Avatar of Armageddon until the end of your next turn. You
can repeatedly use your bonus action during each of your turns
9th flame strike, legend lore
to play an instrument you are holding or to sing, causing the
Bonus Proficiencies Avatar transformation to persist for an additional round.
When you select this domain at 1st level, you gain proficiency The Avatar transformation ends if you end your turn
in the Performance skill, martial weapons, and heavy armor. without having used your bonus action to sustain it.
You gain the following benefits so long as you are
Instrument of Destruction transformed:
Also at 1st level, you learn to call forth a mystical weapon • You grow in size, becoming Large or Huge, chosen by you
from the depths of the earth when you finish a long rest. This when this effect begins.
weapon takes the form of a magical martial weapon crafted • You ignore difficult terrain.
from adamantine, and it deals damage of its normal type or • You can’t be charmed, frightened, stunned, paralyzed,
thunder damage (your choice). This weapon is considered petrified, or restrained.
a holy symbol and an instrument of your choosing, you are • Burning, spiked armor covers your body, increasing your
proficient with this instrument, and if it is Heavy, Small AC to 25 and granting you immunity to fire, lightning,
creatures can wield it without penalty. When you use your and thunder damage.
action to cast a cleric spell that targets one or more friendly • You gain advantage on attack rolls.
creatures, you can use your bonus action to make an attack with • Once per turn when you hit with a weapon attack, it deals
this weapon. additional damage equal to your cleric level. This damage
You can only have one of these weapons at a time. If you is doubled against objects and structures.
create a second one, the first one vanishes.
Once you use this feature, you can’t do so again until you
Channel Divinity: Enter The Arena finish a long rest.
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 Ten Thousand Years I’ve Waited For - The Time to Open Up
countless shards of shrieking metal to burst from the ground,
This Door - I Scream With Pain Forever More
forming a circular arena in a 30-foot radius around your current
location. When a hostile creature starts its turn within the area, But None Will Stop Me Now.
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 The Gods Have Spoken - The Time Has Come
surrounded by a spherical cage of barbed spikes that provide The Pain Has Only Just Begun
half-cover, preventing creatures from entering or exiting by
But None Will Stop Me Now!
conventional means.
This arena lasts for 1 minute, until you leave the arena, or
until you use your action to dismiss it. Your Time is Up. The Clock is Broken.
Your Final Words are Left Unspoken. - A Death Prayer
But None. Will. Stop. Me. Now! of the Stained Hand
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Playtest Content by Genuine, Art by Riley Spalding, Copyright Genuine Fantasy Press.
Coming to the Compendium of Sacred Mysteries: Resurrection!

Mercurial Weapon Arclight Trinity


1st-level transmutation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V, S, M (a shard of glass)
Duration: 1 minute Duration: Instantaneous
Classes: Druid, ranger, sorcerer, wizard Classes: Cleric, paladin, sorcerer, warlock, wizard

Liquid and elusive, puncturing flesh and drinking blood, a gluttonous True purification requires a willingness to cleanse and excise that
eel with a taste for the macabre. which is corrupt and wretched without regard to what will be lost.

You pour energy into a melee weapon you are holding, your You unleash a deadly arc of light, flame, and shocking energy
magic making it flex and twist in harmony with its wielder. between three points of your choosing that you can see within
For the duration, the weapon’s reach increases by 5 feet, and it range, creating a razor-thin triangular slice of destruction in
ignores half and three-quarters cover. If the weapon leaves your the space amidst the three points. Each creature within the
possession, the spell ends. area must make a Dexterity saving throw. If a creature fails, it
takes 2d6 fire, 2d6 lightning, and 2d6 radiant damage, or half as
Conductive Spike much damage if it succeeds. Unattended objects within the area
3rd-level conjuration take twice as much damage.
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell
Range: 60 feet slot of 5th level or higher, either the fire, lightning, or radiant
Components: V, S, M (a small metal spike) damage (your choice) increases by 1d6 per slot level above 4th.
Duration: 1 minute
Classes: Druid, ranger, sorcerer, warlock, wizard Hand of Hell
4th-level conjuration
The earth and sky are united in more ways than most expect, for each Casting Time: 1 action
desires to make its mark upon the other. Range: 60 feet
Components: V, S, M (an iron gauntlet)
You raise a hand, calling a spike of metal from the earth at a Duration: Concentration, up to 1 minute.
point you can see within range. If the point is below a creature, Classes: Cleric, paladin, warlock
the creature must make a Dexterity saving throw. If the
creature fails, it takes 4d6 magical piercing damage, or half as In a place of fire and punishment, the only fuel left to burn is the flesh
much damage if it succeeds. of the sinful and wicked.
The spike remains for the duration of the spell. If the
spike is within the area of a spell or effect that deals lightning With a gesture, you call forth a massive burning gauntlet from
damage, the spike absorbs and amplifies some of that power, the ground at an unoccupied point you can see within range,
becoming charged. You can use your bonus action during filling a 5-foot cube. Fire constantly pours from the gauntlet’s
your turn to release the charge, destroying the spike with an palm in a linear blast that is 5 feet wide and 30 feet long,
explosion of lightning. All creatures within in a 10-foot radius pointed in a direction of your choosing. When a creature enters
of the exploding spike must make a Dexterity saving throw. If the area or starts its turn within, it must make a Dexterity
a creature fails, it takes 6d6 lightning damage, or half as much saving throw. If a creature fails, it takes 5d6 fire damage, or half
damage if it succeeds. The spell ends if the spike explodes. as much damage if it succeeds.
At Higher Levels: When you cast this spell using a spell You can use your action to cause the gauntlet to close and
slot of 4th level or higher, the piercing and lightning damage immediately reopen, blasting fire in a new direction of your
each increase by 1d6 per slot level above 3rd. choosing. When the spell ends, the gauntlet and fire vanish.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the fire damage increases by 1d6 per
slot level above 4th.

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