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    Ogre in the Playground
     
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    Post Destruction Domain: Clerics who find everything a battlefield.

    This page on the homebrewery

    Was expecting to get a runecaster subclass together first, but this is a counterpart to my protection domain, and based on the 4e Runepriest's other rune state.

    The other commentary still holds true:
    Quote Originally Posted by sandmote View Post
    The nice thing about transferring over the two rune states ... is it flavors War Domain a bit more specifically, by peeling off some of the gods that are a bit more focused on a type of war (see Ares vs Athena as examples). The gods then grant a different domain based on how they wage war, rather than all being lumped in together.
    Main notes would be that I'm unsure about giving the subclass both armor and weapon proficiency, and the Befuddling Blow effect flees a bit to DM dependent/weak.
    Fluff
    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.

    Spoiler: Version 1.5
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    Domain Spells
    Destruction Domain Spells
    Level Spell
    1st Chaos Bolt, Command Ensnaring Strike
    3rd Blindness/Deafness, Phantasmal Force
    5th Bestow Curse, Blinding Smite, Erupting Earth
    7th Blight, Control Water
    9th Holy Weapon, Insect Plague

    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, hampering the defenses of creatures in your vicinity.

    As an action, you present your holy symbol, surrounding the area within 30 feet of you in a destructive aura until the end of your next turn. Creatures within the Aura have disadvantage on saving throws, and attack rolls against creatures in the aura are made with advantage.

    As an action on your turn, you can extend the duration of the aura by one round, to a maximum of 10 minutes.


    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 within 30 feet of you. The first time one of these creatures deals damage before the end of your next turn, the attack or spell deals additional damage equal to your wisdom modifier.

    As an action on your turn, you can extend the duration of the aura by one round, to a maximum of 10 minutes.

    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 melee attack against another creature of your choice within its reach. The creature does not need to use its reaction to make this attack. The second creature must then making a Wisdom saving throw against your spell save DC or mistake your initial target as hostile to it.

    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.

    Mark for Boundless Fury
    As a bonus action, you can mark a creature within 10 feet of yourself to be destroyed. Until the end of your next turn, each creature to start its turn next to the creature can gains an additional action. That action can be used only to take the Attack (one weapon attack only) or Use an Object actions to attack the creature.

    You can use this ability once, and regain it at the end of a short or long rest.
    Last edited by sandmote; 2022-01-03 at 11:54 PM.