Cleric
Base Class: Cleric

The Entropy domain is concerned with the balance, manipulation, trapping and disrupting the flow of negative and positive energy, as well as the removal of energy. Clerics empowered by the gods of the Entropy domain ultimately acknowledge that nothing lasts forever, for given enough time everything will eventually find its end and from there pass onwards into a vast yawning void at the end of existence itself. Following the belief that all order will inevitably crumble to chaos, clerics of the Entropy domain may use this knowledge for good, offering solace and guidance to those destined to pass on sooner than others, or evil by forcing the universe's hand and leaving destruction in their wake. 

Entropy Domain Spells

CLERIC LEVEL SPELLS
1st bane, bless
3rd darkness, ray of enfeeblement
5th enemies abound, hunger of hadar
7th blight, phantasmal killer
9th antilife shell, dream

 

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Burden of Decay

Your actions drive those that you target to a state of ruin. Beginning at 1st level, when you cast a spell of 1st-level or higher that deals radiant or necrotic damage, one target of the spell has disadvantage on their next ability check, attack roll, or saving throw.

Channel Divinity: Entropic Touch

Starting at 2nd level, the cleric can use Channel Divinity to cast the life force of another creature into the yawning void.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Unraveling

Starting at 6th level, whenever you deal radiant or necrotic damage to a creature with a cleric cantrip or hit a creature with a weapon attack, you can use your bonus action to cast the dispel magic spell upon the target, even if you do not have it prepared. You are still subject to all other spellcasting requirements for the spell, and must have an available spell slot to cast the spell.

You can use this feature a number of times equal to your Wisdom modifier (minimum: 1), and regain expended uses of it when you finish a long rest.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Energy Siphon

With the dissolution of your surroundings, you have learned to empower yourself in the aftermath of that which dwindles to naught in your presence. Starting at 17th level, when you kill a creature with a spell of 2nd-level or higher that deals radiant or necrotic damage, you can use your reaction to regain one of your expended spell slots. The spell slot you recover must be at least one level lower than the spell you cast to kill the creature.

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