Destruction Domain
Worshipers of destruction are empowered by the very forces of divinity, granting them great power through their faith. Be it due out of desire, revenge, retribution, or renewal, these clerics are adept in the destructive capabilities of magic.
Destruction Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Absorb Element, Guiding Bolt |
| 3rd | Magic Weapon, Shatter |
| 5th | Counterspell, Erupting Earth |
| 7th | Blight, Gravity Sinkhole |
| 9th | Destructive Wave, Dispel Evil and Good |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Empowered Destruction
Also at 1st level, you can heighten the power of those around you. When a creature within 30 feet of you would roll damage, you can use your reaction to reroll an amount of the damage dice equal to your proficiency bonus. You choose which dice you reroll, as well as which of the rolls are used for the overall damage 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.
Once per short or long rest, you can use this feature on your own damage rolls without expending a use.
Channel Divinity: Destroy the Mundane
At 2nd level, you can use your Channel Divinity as a bonus action to disintegrate an object you can see. Choose a nonmagical object one size larger than you or smaller within 30 feet of you. If the object isn't being worn or carried, it is destroyed and reduced to a pile of fine dust. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spell save DC, preventing the objects destruction on a success.
If this object is either armor or a shield, it instead takes -1 penalty to the AC it offers. This penalty lasts for 24 hours, and can be accumulated by multiple use of this Channel Divinity. Armor reduced to an AC of 10 or a Shield that drops to a +0 bonus is destroyed.
Overkill
At 6th level, destruction invigorates you. Upon bringing an object or creature to 0 hit points, you can make one weapon attack as a bonus action, scoring a critical hit on a roll of 19 or 20.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ashes to Ashes, Dust to Dust
At 17th level, you can ensure a creature remains destroyed. When you would bring a creature to 0 hit points or see them fall to 0 hit points, you can spend a reaction to disintegrate them. A disintegrated creature and everything it is wearing and carrying, except any artifacts or objects created by a deity, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.
Once you have used this feature, you cannot use it again until you finish a long rest.

