Pain Domain
Infused with the essence of suffering, Clerics of the Pain domain channel the raw energy of agony to fuel their divine power. Every strike they deliver is a manifestation of the torment they have endured and inflicted, turning their suffering into a potent weapon. With each incantation and every swing of their weapon, they embody the divine mandate to both inflict and transcend pain, making their presence on the battlefield a harrowing experience for both allies and enemies alike.
Domain Spells
You gain domain spells at the cleric levels listed in the Pain Domain Spells table. See the Divine Domain class feature for how domain spells work.
Pain Domain Spells
Cleric Level | Spells |
---|---|
1st | Inflict Wounds, Wrathful Smite |
3rd | Warding Bond, Ray of Enfeeblement |
5th | Life Transference, Vampiric Touch |
7th | Evard's Black Tentacles, Blight |
9th | Contagion, Immolation |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Thorn Whip cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and the Intimidation skill.
Sacrificial Strike
Your faith teaches that true power comes from sacrifice. You can channel your own vitality into your attacks, turning your life force into a weapon against your foes.
Starting at 1st level, you can sacrifice your vitality to empower your attacks. When you hit a creature with a melee attack, you can expend a number of your hit dice up to your proficiency bonus to add to the damage roll.
Channel Divinity: Chains of Agony
Your deity grants you the power to manifest chains of psychic energy that bind your enemies in unbearable pain, rendering them helpless before your might.
Starting at 2nd level, you can use your Channel Divinity to bind a creature within 30 feet with chains of psychic energy. The target must make a Wisdom saving throw. On a failed save, the creature is restrained for 1 minute. While restrained, the creature takes 1d8 psychic damage at the start of each of its turns. The creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on a success.
Suffering’s Gift
Through suffering, you find strength. Each wound fuels your resolve, allowing you to strike back with renewed vigor and shield yourself with the pain you endure.
At 6th level, When you or an ally within 30 feet takes damage, you can use your reaction to invoke your deity's power and gain advantage on there next attack roll and add an additional die to the damage roll equal to your weapon’s normal damage die, plus your Wisdom modifier. This benefit lasts until the end of your next turn. 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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the pain of the divine. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Wrath of the Martyr
In your darkest hour, you can unleash a powerful wave of pain, sacrificing your own life force to bring devastation upon your enemies and heal your allies. The pain you inflict becomes a source of strength for those who fight alongside you.
Starting at 17th level, as an action, you can expend any number of your Hit Dice to unleash a wave of divine pain upon your enemies. For each Hit Die spent, you deal 1d8 psychic damage per die to a max of 10d8 to creatures of your choice within 60 feet of you. Each target must make a Wisdom saving throw against your cleric spell save DC. On a failed save, they take the full psychic damage; on a successful save, they take half damage.
After the damage is dealt, you and any allies within 60 feet of you can regain hit points equal to the total damage dealt. You choose how to divide the healing between yourself and your allies as you see fit.