Base Class: Cleric
While many clerics and the gods they serve are concerned with life and the wonders of the cosmos, clerics of the destruction domain aren't.
Though still ancient, these clerics are of a sort newer than their cousins: birthed after the Dawn War, they prophesied and carried out destruction, speaking words that struck to the very core of all who heard. In those times some saw them as agents of great primordials, but that soon enough was seen to not be the case.
The burdens on those who serve a god of this domain are heavy, for many still despise their kind, despite the terrible but necessary work they do. Over their long ages of work, these clerics have been agents of great change, and of restoring balance- as well as workers of wanton woe.
"Just as things become created, so must they eventually face destruction. There are some deities of good or neutral deities whom may hold control over this domain - including: Kelemvor, god of the dead, Silvanus, god of wild nature, Tempus, god of war, or Sif, goddess of war; these might use destruction to unblock or continue natural cycles of the world and cosmos. However, due to the nature of destruction, and those who bear witness to it, clerics of this domain face strong temptations towards chaos and evil, and are known to become controlled by its baser instinct. But it is the well-meaning clerics of this kind who are the lesser known- it is common for even more evil deities to control the domain predominantly, this includes Bane, god of tyranny, Beshaba, goddess of misfortune and those who embody war, such as Ares, god of war and strife and Surtur, god of fire giants and war."
((Quoted section borrowed from Chadillac59's Destruction Domain and tweaked slightly.))
Unfolding Destiny
When you choose this domain at 1st level, your cantrips become empowered and have increased destructive potential. At level five, you may reroll any cantrip damage die that rolled one, but you must use the second result. At level eleven, the damage die of the spell increases one size, to a maximum of d12. At level seventeen, the spell gains one additional damage die of the same class.
Wrathful Rebuke
Starting at 1st level, the collateral damage of your spells is broadened. Once during your turn whenever you use a spell of 1st level or higher to attack a single creature, creatures within 5 feet of the target take Constitution modifier damage of the same type as the spell if it affects the primary target; if targeting multiple creatures, once during your turn you may deal Constitution modifier extra damage of the same type to a single target affected by the spell.
Channel Divinity: Prophecy of Destruction
Starting at 2nd level, you can use your Channel Divinity to warn the wicked.
As an action, you present your holy symbol to mark creatures as vulnerable. Choose any creatures within 30 feet of you, and divide up to your Cleric level points among them, with a minimum of 1 and a maximum of your proficiency+Wisdom modifier. Creatures marked take extra damage from all sources equal to the points given until the start of your next turn.
Abolition
Beginning at 6th level, you have been endowed with the power to bring ruin in the service of your deity, directly from them. As an action you can spend a minute to cause or widen a single break or tear in an object you touch, such as a chipped boulder, a bridge, a wineskin, etc. The break or tear can be no larger than 3 feet in a single dimension, and remains until repaired. You can't use this feature on the same object more than once after a long rest.
This spell can physically damage a magic item or construct, but the spell can’t remove magic from such an object.
Potent Invocations
At 8th level, your focus and devotion has increased the might of your cantrips, allowing you to preserve your concentration. You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Proclamation
Starting at 17th level, you have been invested with immense authority and power, and you gain four auxiliary spell slots. These can be entwined with another spell, and count as slots used for that spell, but cannot be used on their own or to raise a spell above ninth level. They can be regained the same way as other spell slots, and count towards the number of spell slots regained. When used, the slots all have the same effect, which you can choose or roll for from the table below:
1: 1d8 extra damage.
2: The spell creates difficult terrain Constitution modifier feet around the target that lasts until cleared. Radius around the target is increased with spell slots expended.
3: A penalty to saving throws against the spell for one round; the penalty is equal to your Wisdom modifier. Duration is increased with spell slots expended.
4: A penalty to AC of targets damaged by the spell for one round; the penalty is equal to your 1+the number of auxiliary spell slots expended. Duration is increased with spell slots expended.
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