Divine Domain - Ruin Domain

Clerics of Ruin are dedicated to the end of all things, bringing about destruction and death on behalf of their gods. Feeding upon the end of others, those of the ruin domain are far more offensive in their spellcasts than many others, sacrificing support for causing harm.

Ruinous Cleave

From 1st level whenever you reduce a creature to 0hp or kill them, you can use your reaction to cast another spell of up to 5th level that deals damage that normally has a cast time of 1 action.

Ruinous Proficiency

When you take this domain at 1st level add one cantrip to your list of Cleric spells. It must deal damage. In addition, you gain proficiency in the Intimidation skill.

Domain Spells

Cleric Level Spells
1st Armour of Agathys, Arms of Hadar
3rd Shadow Blade, Wither and Bloom
5th Spirit Guardians, Spirit Shroud
7th Blight, Shadow of Moil
9th Cloudkill, Negative Energy Flood

Channel Divinity: Ruinous Spell

Starting at 2nd level when you deal damage with a spell you can invoke your Channel Divinity to have the spell tear at the creature's essence. They suffer damage of the same type the spell caused equal to your proficiency bonus of the start of each of their turns for 1 minute. Healing alone is not enough to stop this. When a target affected by Ruinous Spell receives healing, the creature must succeed on a constitution saving throw against your spell DC to end the effect.

If the spell dealt damage to more than one creature, you choose which creature to affect with Ruinous Spell.

Entropic Harm

At 6th level any damage you deal with a cleric spell ignores temporary hit points. Any creature damaged by you has healing they take reduced by half until the end of your next turn.

Sacrificial Spell

Also from 6th level, whenever you cast a cleric spell you can sacrifice a portion of your own life force to empower it, casting it as if it were from a higher level spell slot. When you expend a spell slot, you can reduce your current and maximum HP by an amount equal to your proficiency bonus for each spell level you wish to upcast by, to a maximum of your current maximum spell level.

For example, a 6th level cleric could expend a 1st level spell slot, and reduce their hit points by a total of 6, to cast it as if it were from a 3rd level spell slot, but they could not reduce their hit points by 9 to cast it from a 4th level spell slot, as they do not have that available at 6th level. You likewise cannot expend a spell slot and hit points to cast a higher level spell. For exmaple, you could not expend a 1st level spell slot and 6 hit points to cast Spirit Guardians; it must be an originally 1st level spell you cast.

This reduction can only be cured by completing a long rest.

Alternatively, if you have reduced one or more creatures of at least CR1 to 0 hit points or killed them since the start of your last turn, you can use your bonus action to absorb their lingering life force to empower your spell, increasing its spell level (to a maximum of your current available spell levels) by 1 for each creature you absorb. The creature(s) must be within 30ft of you, and once you have absorbed from them once, you cannot do so again.

You may only use Sacrificial Spell with spells that deal damage.

Potent Spellcasting

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

In addition, if you spend your reaction on Ruinous Cleave and that reduces a creature to 0 hit points or kills them, you may immediately use Ruinous Cleave again, at no action cost. This can repeat.

We All Die Together

From 17th level once per turn when you take damage from a creature, the creature that damaged you takes half as much damage of the same type.

We Don't Die Together

Also from 17th level, if you are reduced to 0 hit points by a creature that took damage from your We All Die Together feature, you can choose to immediately regain hit points equal to the damage dealt.

We Don't Die Together can be used once, refreshing on a long rest.