Cleric

 

Cleric: Divine Aspect: Destruction

Your deity is aligned with the aspect of Destruction, associated with divine planes such as the Abyss or Cosmic Storms.

Destruction Aspect Features

Destruction Magic

You learn one of the following cantrips as a cleric spell: thunderclap, primal savagery, sapping sting, witch bolt.

Aspect Spells

Spells on the destruction magic spells table are also cleric spells for you.

 

Channel Divinity: Channel Aspect

At 2nd level, you learn one of the following Channel Aspect options (see below):

Corrupting Touch, Destructive Wrath, Invoke Duplicity.

Destruction Magic Spells

Spell level

Spell

1

Burning hands, hellish rebuke, earth tremor

2

Flame blade, scorching ray, shatter,

3

Abyssal rift, dark void, fear

4

Blight, demon thrall, wall of fire

5

Ball lightning, cloudkill, insect plague

6

Circle of death, disintegrate

7

Roar, tornado

8

Incendiary cloud, realty break

9

Meteor swarm, ravenous void

Channel Aspect Options

Channel Divinity: Corrupting Touch

Required aspect: Destruction, Evil, Tyranny

Starting at 2nd level, you can use your ‘channel divinity’ to cause temporary corruption to take hold of a creature. As a bonus action, a creature you touch must make a Wisdom saving throw. On a failed saving throw, the creature becomes charmed by you and confused until the end of your next turn. On a successful saving throw, the creature becomes frightened of you instead.

On its turn, if the creature rolls 9 or 10 when determining its behaviour for being confused, it must use its action on its turn to make an attack against a creature other than itself that you mentally choose.

 

Channel Divinity: Destructive Wrath

Required aspect: Chaos, Destruction, Evil, Unaligned

Starting at 2nd level, you can use your ‘channel divinity’ to wield the power of untamed destruction.

When you cast a cleric spell that deals damage, you can immediately use your ‘channel divinity’ as a bonus action to maximize the damage roll of a number of dice equal to your Wisdom modifier before you roll. You then roll the remainder of the dice and add the roll to the maximized damage dice (e.g. a cleric with 16 Wisdom who hits a creature with guiding bolt can maximize three of the spell’s four damage dice and roll the last damage dice to calculate how much damage they deal with the spell).

 

Channel Divinity: Invoke Duplicity

Required aspect: Chaos, Destruction, Freedom

Starting at 2nd level, you can use your ‘channel divinity’ to create an illusory duplicate of yourself. As an action, you can expend one use of your ‘channel divinity’ to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The duplicate lasts for 1 minute. For the duration, you gain the following benefits:

          On your turn, you can move the duplicate up to 30 feet in any direction within 120 feet of yourself (though the duplicate only has the same type of movement that you have - e.g. if you have a fly speed, so does the duplicate).

          You can see and hear as if you were in the duplicate’s space as well as your own.

          You can cast spells as though you were in the duplicate’s space

          When both you and your duplicate are within 5 feet of a creature that can see you both, you have advantage on attack rolls against that creature.

          You can use a bonus action to teleport swapping places with the duplicate.

          A dispel magic spell cast on the duplicate ends the effect early.