Destruction Domain
Destruction Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Burning Hands, Thunderwave |
| 3rd | Scorching Ray, Shatter |
| 5th | Fireball, Protection From Energy |
| 7th | Blight, Wall of Fire |
| 9th | Cloudkill, Cone of Cold |
Level 3: Devastation Initiate
You gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.
Level 3: Channel Divinity - Calamity
You can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.
Level 6: Shockwave
Your devastating magic leaves only ruins behind. Once on each of your turns, when you cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot-radius sphere centered on the creature that only damages objects that aren’t being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object’s damage threshold.
Level 8: Potent Spellcasting
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Level 17: Havoc Spell
When you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action 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.

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