Base Class: Cleric
Clerics of the Ruin domain follow gods whose general attitude is "if it ain't broke, you didn't hit it hard enough".
Ruin, rather than what most common folk will think of when they hear the word, is not inherently negative. Destruction is an integral part of the cycle of creation, and those who follow Ruin-aspected deities will be the first to tell you that often the best way to make way for the new is to put the old in as many pieces as possible.
Statues of former tyrants shattered. Looming towers of oppressive might brought low. Corrupt officials broken, in both literal and metaphorical senses. The foes of a cleric of Ruin are not limited to those that oppose them, but rather to any who stand in the way of the continuing cycle of progress and new development--be they roadside bandits harassing townsfolk, monsters threatening the sanctity of the local town, or the domineering noble whose empire of wealth stands on the back of those who might otherwise bring new life to the city.
Sometimes, the best way past the wall is through the rubble.
Domain Spells
| Cleric Level | Spells |
| 1st level | hellish rebuke, thunderwave |
| 3rd level | flaming sphere, shatter |
| 5th level | fireball, lightning bolt |
| 7th level | storm sphere, vitriolic sphere |
| 9th level | cone of cold, immolation |
Disaster Magnet
Starting at 1st level, you can magnify destructive energies focused on a single target. As an action, choose a creature you can see within 30 feet of you. For the next minute, whenever that creature suffers fire, cold, force, thunder, lightning, acid, necrotic, or radiant damage, they suffer an additional 1d4 damage of that type. This damage increases as you gain levels in this class, increasing to 1d6 at 3rd level, 1d10 at 6th level, 2d6 at 10th level, and 3d8 at 14th level.
You can't use this feature again until you finish a short or long rest.
Channel Divinity: Ruinous Fortune
Starting at 2nd level, you can harness your devotion to unleashing destructive force to maximize the potency of an attack. When you roll damage on a spell or attack that deals fire, cold, force, thunder, lightning, acid, necrotic, or radiant damage, you can use your Channel Divinity to deal additional damage equal to half the damage roll.
Starting at 6th level, when a creature within 30 feet of you rolls damage for a spell or attack that deals one of the listed types of damage, you can use your Channel Divinity as a reaction to have that creature deal additional damage equal to half the damage roll, using the higher total.
Destructive Focus
At 6th level, you learn how to unlock the true potential of destructive energies. Whenever you roll damage for a spell, if that spell would deal fire, cold, force, thunder, lightning, acid, necrotic, or radiant damage, you may increase the damage die for that one of that spell’s damage types by one size. For example, the fireball spell would normally deal 4d6 fire and 4d6 force damage, and using this feature, could deal 4d6 fire and 4d8 force damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric spell.
Devastating Power
Starting at 17th level, when you deal damage to a creature with an attack or a spell, you can use this feature to amplify its destructive potential. Instead of dealing damage of any normal type, such as fire, bludgeoning, or force, that attack deals damage without a type, and its damage is doubled. The spell or attack damages the target regardless of resistances or immunities, and can't be prevented, reduced, or transferred by spells or abilities.
This feature cannot be used on an attack or spell that you have already affected with your Channel Divinity: Ruinous Fortune or Destructive Focus abilities.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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2/1/2024 8:04:05 AM
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Coming Soon
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