Destruction Domain

Gods of destruction include most of the dark seladrine, Bahgtru, Maglubiyet, Umberlee, Blibdoolpoolp, Cyric, Bane, Shiva, Set, and Coatlicue. These gods aren't so much interested in formal warfare as they are in either destructive combat or the destruction itself.

Domain Spells

Destruction Domain Spells
Level Spell
1st Chaos Bolt, Ensnaring Strike
3rd Blindness/Deafness, Phantasmal Force
5th Blinding Smite, Erupting Earth
7th Blight, Gravity Sinkhole
9th Holy Weapon, Destructive Wave

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Aid Destruction

When an ally makes an attack roll targeting a creature within 10 feet of you, you can use your reaction to mark the target, granting your ally advantage on the attack roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Aura of Shattering

Starting at 2nd level, you can use your Channel Divinity to center yourself in an aura of destructive power and empowering the blows of your allies.

As an action, you present your holy symbol, choosing up to six creatures you can see within 30 feet of you. Each creature can add your Wisdom modifier to one damage roll it makes before the start of your next turn.

As an action on your turn, you can extend the duration of the aura. When you do so, each creature chosen when you used this channel divinity option can add can add your Wisdom modifier to one damage roll it makes before the start of your next turn. You can extend the aura to a maximum duration of 1 minute.

Channel Divinity: Befuddling Blow

At 6th level, when you make a melee attack against a creature, you can use your Channel Divinity to force that creature to make a Wisdom saving throw or be charmed by you until the end of your next turn as you wrest the knowledge of foe and friend from its mind. If a creature is charmed by you in this manner, you can force it to make a melee attack against a creature of your choice within its reach (no action required by you or the creature).


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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Embers of Wrath

By 17th level, your hunger for ruin lights your weapon and burns your enemies. When you hit a creature with a weapon attack on your turn, you can scar the first creature with celestial flames and immediately make an additional weapon attack against a different creature within reach. On a hit, the second creature is also affected by the flames. For one minute, each creature affected by the flames takes 2d10 fire damage at the start of each of its turns. At the end of each of its turns, an effected creature can make a Wisdom saving throw against your spell save DC, ending the effect on a success.

Also, each creature affected by this feature also takes 1d10 fire damage each time it takes no damage from a spell or weapon attack that dealt damage to a different creature affected by this feature.

Once you use this feature, you can't use it again until you finish a long rest.

Made by Sandmote from Giant in the Playground with commentary from JNAProductions, Twelvetrees, and Breccia.