Cleric
Base Class: Cleric

Destruction. It is as fundamental to existence as creation and just as inevitable, for all that exists will one day cease. From a single blade of grass to the mightiest of gods above, death and destruction can be postphoned, but it cannot be stopped nor erased. The destruction domain envelops the acts and events that cause destruction. It is the raw power that topples empires and consumes worlds. Deities embodying this domain are typically malevolent gods such as Talos, Umberlee, Bhaal, Gruumsh, and Tharzidun, but in the infinite multiverse there are gods for whom destruction is synonymous with change and rebirth.

Destruction Clerics are most often members or leaders of underground cults worshipping evil gods or elder evils, or prophets who have aligned themselves with the destructive being from the visions. However, sometimes they are simply followers of a god whose destructive magics create something pure from something foul.

Destruction Domain Spells

Cleric LEVEL SPELLS

1st

burning hands, hellish rebuke

3rd

flame blade, hold person

5th

animate dead, fireball

7th

death ward, fire shield

9th

cone of cold, contagion

Bonus Proficiency

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

Imbue Decay

At 1st level, you can induce the process of decay in nonliving matter. As an action, you can touch a nonmagical plant, object, or surface, causing it to begin decaying/eroding. If a target’s dimensions exceed a 5 foot cube (a wall or tree), your decay stops after decaying all of the target within 5 foot cube. The amount of time it takes for a target to decay depends on the type of material the object is primarily composed of:

Material Time to Decay
Vegetables/Plants 1 minute
Stone or crystal 10 minutes
Precious metals 1 hour
Gems 10 hours
Adamantine or mithral 1 day

 
You can use this ability a number of times equal to your proficiency bonus, regaining all charges after a long rest.

Channel Divinity: Echoes of Oblivion

Starting at 2nd level, you can use your Channel Divinity to cause your destructive spells to take effect a second, albeit diminished time.

When you cast a spell that deals damage (Burning Hands, Lightning Bolt, Synaptic Static), you can use Channel Divinity to make your enemies suffer the spell's damage again. Directly after dealing damage with the spell, choose a number of creatures that you can see, less than or equal to your proficiency bonus, who were damaged by the spell. At the start of a chosen creature's turn, it will take damage equal to half of the damage dealt by the spell.

The type of damage dealt is determined by the type of damage dealt by the initial attack. If a spell deals more than one type of damage, choose one.

Scars of the Earth

At 6th level, your destructive spells leave behind harmful remnants of their energy. When you cast a spell that deals a single instance of damage in an area (Burning Hands, Fireball, Synaptic Static), it leaves behind destructive energy in the space in which it took effect. For every 5 feet a creature travels in this area, it takes 1d6 damage, the type of which is the same as the original spell. This damage increases to 2d6 at 11th level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Oblivion Tenfold

At 17th level, your Channel Divinity has improved. When you activate Echoes of Oblivion on a creature, that creature gains vulnerability to the type of damage you dealt. This activates after the initial damage roll and ends at the end of your next turn.

Previous Versions

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