You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.īy 6th level, your devastating magic leaves only ruins behind. 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. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn. When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. In some cases, they were spared from destruction in order to wreak it upon others in others, they have pleaded with the god for priesthood to destroy a single foe others still simply worship their god out of reverent fear.īlight, wall of fireburning hands, thunderwave Clerics who follow such deities often have a deep personal connection with their chosen god. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Some gods revel only in the crushing of walls and the burning of cities. You have resistance to cold, fire and lightning damage, and gain telepathy with a range of 120 feet. When you reach 17th level, you infuse your soul with demonic energy, gaining immense power. The binding ends when you die.Īt 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Any demons bound in this way cannot break free from your control, and are never hostile towards you or your allies. When you cast a spell that summons demons, you present your holy symbol and use your Channel Divinity to bind them. Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.Īt 6th level, you can use your Channel Divinity to chain demons to your will. The creature can be restored to life only by means of a true resurrection or a wish spell. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). When you cast a spell that deals damage to one or more creatures, you can use your Channel Divinity to add your Wisdom modifier to the damage. Starting at 2nd level, you can use your Channel Divinity to augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes. Whenever you make a contested ability check against a creature, you can add twice your proficiency bonus to the roll. Creatures that you have summoned or dominated are always considered to be willing for the purposes of this ability.Īlso at 1st level, the experience you have gained dealing with cunning fiends and treacherous cultists equips you well for future conflicts. Furthermore, whenever you reduce a willing creature to 0 hit points, you gain temporary hit points equal to your cleric level plus twice your Wisdom modifier and have advantage on the first attack roll you make in the next minute. Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier. When you choose this domain at 1st level, you can use dark magic to siphon power from dying creatures. A select few are even strong enough to do so, rising through the ranks of their cult to become powerful priests and summoners, capable of calling upon armies of fiends and mortals alike to do their bidding. The truth is that many of them are perfectly sane, with dreams of enslaving demons for themselves, rather than the other way around. It is a common misconception that the members of demon-worshiping cults are all mindless slaves, crazed hedonists, or violent murderers.
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