Cleric Domain: Destruction
Divine Domain: Destruction
Hit Points
Hit Dice: d8 per Divine Domain: Destruction level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.
Subclass Options
Destruction Domain Spells
Cleric Level--------------------Spells
1st---------burning hands, thunderwave
3rd-------------scorching ray, shatter
5th----fireball, protection from energy
7th------------------blight, wall of fire
9th--------------cloudkill, cone of cold
DEVASTATION INITIATE
When you choose this domain at 1st level, you gain
two cantrips of your choice from the wizard spell
list. These cantrips count as cleric spells for you and
do not count against the number of cantrips you can
learn.
CHANNEL DIVINITY: CALAMITY
Starting at 2nd level, you can funnel the entropic
energies of the universe into your spells as a bonus
action. For the next minute, whenever you deal
damage with a cleric spell, it is empowered with
ruinous potential. If you roll the highest number
possible on any of the spell’s damage dice, you can
roll that die again and add its damage to the total,
rolling again if this number is also the highest, and
so on. You can roll a total number of damage dice for
this spell equal to twice the number of damage dice
you initially rolled.
SHOCKWAVE
By 6th level, your devastating magic leaves only ruins
behind. Once on each of your turns, when you cast
a 1st level or higher cleric spell that deals fire, force,
lightning, radiant, or thunder damage, you can emit
a shockwave that crumbles the environment around
one creature that takes damage from the spell. The
shockwave is a 5-foot radius sphere centered on
the creature that only damages objects that aren’t
being worn or carried. Each object in the area takes
damage equal to twice the damage dealt to the
creature, ignoring the object’s damage threshold.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier
to the damage you deal with any cleric cantrip.
HAVOC SPELL
Starting at 17th level, when you deal damage to a
creature with a cleric spell, you can expend a spell
slot as a bonus action to deal bonus radiant damage
to one creature that took damage from the spell. The
extra damage is 2d6 for a 1st-level spell slot, plus 1d6
for each spell level higher than 1st, to a maximum of
5d6.
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