Cleric
Base Class: Cleric

Chaos Domain clerics serve gods of destruction and madness.

Destructive Spells

Also starting at 1st level, your destructive spells are more effective. Whenever you use a spell of 1st level or higher to deal damage, the creature takes additional damage equal to 2 + the spell’s level.

Channel Divinity: Destroy Object

Starting at 2nd level, you can use your Channel Divinity to destroy objects

As an action, you touch an object within your reach and blast it with destructive energy that deals damage equal to five times your cleric level. If the object is destroyed this way, it turns to dust.

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric level: Spells

1st: Chaos Bolt, Chromatic Orb

3rd: Crown of Madness, Blur

5th: Blink, Glyph of Warding

7th: Polymorph, Hallucinatory Terrain

9th: Destructive Wave, Mislead

Spells of Madness

Beginning at 6th level, the spells you cast can unexpectedly leap to different targets. When you cast a spell of 1st level or higher that deals damage, you can choose to roll a d10. If you roll a 10, the spell affects an additional creature of your choice within range of the spell. If you roll a 1, the spell targets you, or is centered on you if it affects an area.

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 to the target. Check the number rolled on the additional d8 on this table to determine what type of damage it does.

d8 | Damage Type

 ----|-------------

 1  | Acid

 2  | Cold

 3  | Fire

 4 | Force

 5 | Lightning

 6 | Poison

 7 | Psychic

 8 | Thunder

 

When you reach 14th level, the extra damage increases to 2d8.

Magnificent Destruction

Starting at 17th level, when you would normally roll one or more dice to deal damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 damage to a creature, you deal 12. You can use this once per long rest

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