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Cleric |
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Cleric: Divine Aspect: Destruction |
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Your deity is aligned with the aspect of Destruction, associated with
divine planes such as the Abyss or Cosmic Storms. |
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Destruction Aspect Features |
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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. |
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Channel Aspect Options |
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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. |
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