Divine Aspects
Destruction
Your deity is aligned with the aspect of Destruction, associated with divine planes such as the Abyss or Carceri in the Great Wheel cosmology.
Destruction Aspect
You learn one of the following cantrips: death touch, thunderclap, primal savagery, witch bolt.
Aspect Spells
The following spells are cleric spells for you:
1st level burning hands, hellish rebuke, earth tremor
2nd level flame blade, scorching ray, shatter
3rd level abyssal rift, dark void, fear
4th level blight, demon thrall, wall of fire
5th level ball lightning, cloudkill, insect plague
6th level circle of death, disintegrate
7th level roar, tornado
8th level incendiary cloud, realty break
9th level meteor swarm, ravenous void
Channel Divinity: Channel Aspect
At 2nd level, you learn one of the following Channel Aspect options (see below):
Corrupting Touch, Destructive Wrath, Invoke Duplicity.
Channel Aspect Options
At 2nd level, you can choose one of the following channel divinity options based on your chosen divine aspect:
Channel Divinity: Corrupting Touch
Required aspect: Destruction, Evil, Tyranny
Starting at 2nd level, you can use your channel divinity to cause temporary corruption to take hold of a creature. As an action, a creature you touch must make a Wisdom saving throw. On a failed saving throw, the creature becomes charmed by you and confused until the end of your next turn. On its turn, if the creature rolls 9 or 10 when determining its behaviour for being confused, it must use its action on its turn to make an attack against a creature other than itself that you mentally choose. On a successful saving throw, the creature becomes frightened of you instead.
Channel Divinity: Destructive Wrath
Required aspect: Chaos, Destruction, Evil, Unaligned
Starting at 2nd level, you can use your channel Divinity to wield the power of untamed destruction.
When you cast a cleric spell that deals damage, you can use your channel divinity to maximize the damage roll of a number of dice equal to your Wisdom modifier before you roll. You then roll the remainder of the dice and add the roll to the maximized damage dice (e.g. a cleric with 16 Wisdom who hits a creature with Guiding Bolt can maximize three of the spell’s four damage dice and roll the last damage dice to calculate how much damage they deal with the spell).
Channel Divinity: Invoke Duplicity
Required aspect: Chaos, Destruction, Freedom
Starting at 2nd level, you can use your channel divinity to create an illusory duplicate of yourself. As an action, you can expend one use of your channel divinity to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The duplicate lasts for 1 minute. For the duration, you gain the following benefits:
On your turn, you can move the duplicate up to 30 feet in any direction within 120 feet of yourself (though the duplicate only has the same type of movement that you have - e.g. if you have a fly speed, so does the duplicate).
You can see and hear as if you were in the duplicate’s space as well as your own.
You can cast spells as though you were in the duplicate’s space
When both you and your duplicate are within 5 feet of a creature that can see you both, you have advantage on attack rolls against that creature.
You can use a bonus action to teleport swapping places with the duplicate.
A dispel magic spell cast on the duplicate ends the effect early.