Base Class: Cleric
Toppling oppressive monuments, breaking down barriers, levelling tyrannical structures - followers of this domain draw strength from chaos and healing from destruction, releasing anger and hatred for cathartic purposes in order to purge oneself and their surroundings from evil or corruption. Seeking retribution and justice for those who have been oppressed and persecuted these clerics are relentless at tearing down barriers and inciting riots to liberate those who cannot. Clerics of this domain follow both deities of destruction (Myrkul, Tempus, Tyr) and also ones of rebirth (Lathander, Pelor, Trithereon).
Reckoning Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiency
At 1st level, you gain proficiency with Battleaxes, Greataxes, Mauls, Warhammers and War picks
Bonus Cantrips
When you choose this domain at 1st level, you gain the Mold Earth and Thunderclap if you don’t already know these. These cantrips don’t count against the number of cleric cantrips you know.
Wreaking Havoc
From 1st level causing mayhem invigorates you, when you cast an evocation or transmutation spell you may make one weapon attack as a bonus action.
Channel Divinity: Agents of Chaos
Starting at 2nd level, you can use your Channel Divinity to induct others into your devastation.
As an action you can target yourself and any number of other creatures within 60 feet of you, up to your wisdom modifier (minimum 1). For one minute those creatures have resistance to any damage taken from spells cast by you and they may also add your wisdom modifier to any saving throw made by a spell you cast.
Therapeutic Fury
At level 6, when you cast an evocation or transmutation spell you can use your reaction to energize your fellow teammates. Choose any number of creatures (including yourself) within 30 feet of you, those targeted gain temporary hit points equal to 1d6 + half your cleric level.
You can use this feature a number of times equal to your proficiency bonus (a minimum of once). You regain all expended uses when you finish a long rest
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Disruptive Stance
At level 17, chaos and anarchy surrounds you causing the very gravity around you to become unpredictable and violent. At the start of your turn any hostile creature within 10 feet of you must make a Constitution saving throw or be knocked prone.
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