The stars of Pash-Mara
Entropy, the end of all things, the return to chaos. Those who follow deities of this domain – such as Tharizdun, Chaos, and The Shadow – are rarely anything other than evil and want all things to return to the chaos in which all things originated.
ENTROPY DOMAIN SPELLS
Cleric Level Spells
1st bane, witch bolt
3rd blur, gentle repose
5th bestow curse, haste
7th fabricate, Otiluke’s resilient sphere
9th cloudkill, wall of force
When you choose this domain at 1st level, you gain proficiency in martial weapons.
At 2nd level, your touch can increase entropy and wither the life from living things. Make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d6 force damage. If one of these dice rolls a 6, roll an additional d6, rolling again if this die rolls a 6, and so on, to a maximum of 4d6 damage for the entire attack. This attack’s damage increases by 1d6 and its maximum damage increases 2d6 when you reach 5th level (2d6 / 6d6), 11th level (3d6 / 8d6), and 17th level (4d6 / 10d6).
Channel Divinity: Distortion Field
At 2nd level, you can use your Channel Divinity to increase or accelerate or decelerate entropy in a region of space. As an action, choose a 10-foot radius sphere that you can see within 30 feet. For 1d6 rounds, while you concentrate on this effect, when a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. Alternatively, you can instead heal each creature in this region 2d6 hit points once at the time of casting.
Channel Divinity: Return to Entropy
At 6th level, you learn to use your Channel Divinity to repair or destroy objects. As an action, you may repair or damage one unattended non-magical object which has an area in cubic feet less than five times your Cleric level. Objects heal or take 8d8 force damage from this effect.
By 8th level, you gain the ability to infuse your 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 additional 1d8 force damage. At 14th level this increases to 2d8.
Sphere of Annihilation
By 17th level, you can create a pocket of pure entropy so energetic that it forms a hole in the multiverse, a sphere of annihilation. This sphere is less stable than a normal sphere of annihilation and as such behaves differently. Your sphere is a 2-foot diameter black sphere that appears in your square and vanishes after one minute. Non-magical items that are wholly engulfed by the sphere are obliterated. Anything over than a magic item that touches the sphere but isn’t wholly engulfed by it takes 4d10 force damage.
You may move the sphere 15 feet in any direction as a bonus action. If the sphere enters a space a creature occupies, the creature must make a Dexterity saving throw or be touched by it, taking 4d10 force damage. If a creature is killed by this damage, its body is disintegrated, its soul is consumed, and may only be restored to life with a wish spell. After you create a sphere of annihilation, you may not create another one until you complete a long rest.