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### Divine Domain: Destruction Clerics of the destruction domain know how useful overwhelming power can be, or how dangerous it could be. Typically followers of evil gods like Bane, Gruumsh, or Tiamat, these Clerics know that worshipping destruction doesn't always mean burning everything to the ground, but instead knowing how to harness and control the power within their reach. ##### **Destrcution Domain Spells** | Cleric Level | Spells | |:----:|:-------------| | 1st | *burning hands*, *thunderous smite* | | 3rd | *heat metal*, *shatter* | | 5th | *fireball*, *Melf's minute meteors* (SCAG) | | 7th | *staggering smite*, *wall of fire* | | 9th | *destruction wave*, *wall of force* | #### Bonus Proficiencies At 1st level, you gain proficiency with martial weapons. #### Destructive Force Starting at 1st level, you can surge with might and destructive force to enhance your attacks. When you hit a creature with a melee weapon attack, you can choose to make the attack deal an extra 1d4 damage of the same type dealt by the weapon attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Additionally, the damage of this feature scales up with your cleric level. It becomes 1d6 at level 6, 1d8 at level 12, and 1d10 at level 18. #### Channel Divinity: Demolition Starting at 2nd level, you can use your Channel Divinity to break down your foes and their defenses. When you make an attack roll or spell attack roll, you can use your Channel Divinity to gain a bonus to the roll equal to your Wisdom modifier. Additionally, if you hit you deal extra damage to the target equal to your Wisdom modifier and reduce their Armor Class by an amount equal to your proficiency bonus until the end of your next turn. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. #### Unrelenting Force At 6th level, you become inspired in battle to never stop, never relent, until the threat is dealt with. Whenever you destroy an object or incapacitate a creature with a melee weapon attack or spell, you can use your bonus action to immediately make an additional weapon attack. Whenever you active this feature, you can instead choose to give yourself temporary HP equal to your Cleric level + your Constitution modifier instead of making a weapon attack, but you can only do so once per long rest. Additionally, your melee weapon attacks and melee spell attacks gain the siege property, causing you to deal double damage to objects and structures. \columnbreak >##### Creating a Good Destruction Cleric > An evil character isn't always the best option, but remember that the destruction domain isn't about senseless fighting and destroying. > > If you want to play a good or neutral-aligned destruction cleric, you'll most likely be someone who knows how dangerous raw power can be, and seek to control it. Some backstory ideas are as follows: > * Your village was raided and destroyed, you among the few survivors. In order to fight such evil, you sought to control their power and strike back with it. > * You were once a bringer of destruction, but experienced remorse in your past life. You could never shake your original path, but you diverged it for the betterment of yourself and the world. > > *Dungeons and Dragons* is all about creativity, and don't be afraid to do something unconventional! #### 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 thunder damage to the target. When you reach 14th level, the extra damage increases by 2d8. #### Sundering Force At 17th level, your weapon attacks and spells ignore resistances to thunder, bludgeoning, slashing, and piercing. Whenever you use Channel Divinity: Demolition and hit, choose one of the target creature’s resistances or immunities to a damage type, with bludgeoning, slashing, and piercing counting as one resistance or immunity. For the next minute, that creatures loses its resistance to the chosen damage type if you chose a resistance, or has resistance instead of immunity to the chosen damage type if you chose an immunity. ##### Changelog * (5/31/19) Sundering Force now allows your weapon and spells attacks to ignore resistance to thunder, bludgeoning, slashing, and piercing instead of just non-magical bludgeoning, slashing, and piercing. Channel Divinity: Demolition now allows you to remove bludgeoning, slashing, and piercing resistance/immunity instead of specifically non-magical b/s/p. * (5/31/19) Heavy armor proficiency removed. Justification is that the domain does not always require the player to be up close due to certain domain spells. May add this back later.
By u/Hydralpha