Cleric
Base Class: Cleric

Some gods revel only in the crushing of walls and the burning of cities. These gods of ruination, 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.

This is a fork of The Pinky's Destruction Domain, available on Middle Finger of Vecna.

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor.

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.

Channel Divinity: Aspects of Ruin

At 6th level, you can expend a use of your Channel Divinity feature as a bonus action whenever you deal fire, cold, lightning or thunder damage with one of your cleric spells. In addition to the effects of the spell, it now inflicts an additional effect based on the damage type that was inflicted.

Fire. Until the end of your next turn, for each target that received full damage by the spell, the next attack made against them is made with advantage.

Cold. Each target that received full damage by the spell have their moving speed reduced by 10 feet until the end of their next turn.

Lightning. Each target that received full damage by the spell loses their reaction.

Thunder. Each target that received full damage by the spell may be moved up to 15 feet away from the spellcaster.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/1/2022 12:38:43 AM
11
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes