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Divine Domain
Comments from the Finger: This about rounds up the cleric domains from 3.5 that I really wanted to see brought to this edition. Destruction in earlier editions had a focus on smiting foes, as per the paladin feature, so I tried to preserve that in Havoc Spell. I decided to take the opportunity to design a cleric that focuses purely on magic, in much the same way that an evoker does: with explosions.

Destruction Domain

Some gods revel only in the crushing of walls and the burning of cities. The gods of destruction – such as Bane, Erythnul, Sirrion, and Maglubiyet – train their clerics to oppose the forces of creation. These deities need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth.
     Clerics who follow gods of destruction often have a deep personal connection with their chosen deity. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; other still simply worship their god out of fear.

Destruction Domain Spells
Cleric Level     Spells
1st           burning hands, witch bolt
3rd          flame blade, scorching ray
5th          fireball, lightning bolt
7th          blight, wall of fire
9th          cloudkill, cone of cold

Bonus Proficiencies
At 1st level, you gain proficiency with one martial melee weapon and one martial ranged weapon of your choice.

Devastation Initiate
At 1st level, you learn two evocation cantrips of your choice which count as cleric cantrips for you.

Channel Divinity: Ruin
By 2nd level, as a bonus action, you can visit destruction on a single creature you can see within 60 feet. This creature must make a Constitution saving throw. On a failed save, the creature’s Armor Class is reduced by 4 for 1 minute, or is reduced by 2 on a successful save.

Havoc Spell
Starting at 6th level, when you deal damage to a creature with a spell, you can expend one cleric spell slot to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Baneful Spell
Beginning at 17th level, when you cast a cleric spell that deals damage, it ignores damage resistances. If a creature is immune to a damage dealt by your spell, it is treated as only having resistance against it. Additionally, your spells deal double damage against objects.

Changelog: 12/5/15: Havoc Spell: random use of the word ‘cantrip’ changed to ‘spell’.
3/2/15: Havoc Spell: Wording changed to clarify that only one damaged creature takes additional damage
5/3/16: Devastation Initiate: Cantrips are cleric cantrips

 

 

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