Base Class: Cleric
"Pain clerics are feared not only for the unrelenting power of their spells, but also the way that they can control minds. A dedicated order of Paladins hunt them relentlessly, yet even with their efforts, the Templars sees more traces of their magic with every passing year. Some whisper that the Templars relentless hunt has driven good intentioned clerics to the Pain domain in their desperation to survive and retain their freedom.
Magic casted through bloodletting, an clerical art of succor, was conceived centuries past that the world might know comfort. Alas, man began perverting its powers for self-gain, and through his wickedness brought about magic concieved by pain and suffering. Although the domain swiftly became forbidden, it is now in the midst of a revival at the hands of the Loviatar's followers, chosen of the Goddess herself.
Those who would walk the path of Pain are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the cold grip of death itself."
- An Account: Bleeding Hearts
Nothing inspires as much wild-eyed terror as the Clerics of the Pain Domain. Clerics of this type take the raw force of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of those around them, willing or not. The effects can be vile, but this specialisation isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, these clerics must be careful. The temptation to take a little more will always remain.
Good-aligned clerics of this domain are hard to find, as the power to bend others to their will easily corrupts all but those with the most steadfast morality.
Domain Spells
At 1st level, 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.
When you chose the Pain Domain, you use your Charisma modifier instead of your Wisdom modifier for your Cleric spells.
Pain Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Cruel Resolve
At 1st level, you learn two cantrips of your choice from the warlock's spell list. You use your Charisma modifier for the purpose of these spells. Furthermore, you gain proficiency in the Intimidation.
Channel Divinity: Sadistic Tendencies
At 2nd level, you can use your Channel Divinity to unleash your sadistic tendencies on your allies. As an action, you choose a number of allied creatures within 30 feet of you (not including yourself) based on your proficiency bonus. You create a sadistic tether among them for 1 minute or until you use this feature again.
While any tethered creature is within 30 feet of you and takes damage from a hostile creature, you can use your reaction to gain Hit Points based on half of the damage dealt.
Blood Therapy
At 6th level, you've studied pain and have become familliar with it and the powers it grants you. When you are healed for more than your maximum Hit Points by the means of Sadistic Tendencies or healing spells, you exceed that total and instead gain temporary Hit Points.
You cannot exceed your total Hit Points in temporary Hit Points by the means of Blood Therapy.
Pain and Pleasure
At 6th level, your god trades pain for pleasure. Whenever you take damage, you regain your reaction if it's already spent.
Masochistic Glances
At 8th level, you learn how to share your sadistic tedencies towards those around you. When a hostile creature hits you, you can use your reaction to charm them. The target makes a DC Wisdom saving throw against your spell save DC or they become charmed. The charmed target regards you as a trusted friend to be heeded and protected for 1 minute or until you are incapacitated. Although the target isn't under your control, it takes your commands or actions with indifference.
Each time the charmed target is dealt damage, it can repeat the saving throw, ending the effect on itself on a success. When a creature saves against this effect in this way, they become immune to your Masochistic Glances for 24 hours.
You can use Masochistic Glances based to your Charisma modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Dark Devotion
Starting at 17th level, you can use an action create an aura of nonlethal damage that surrounds you. This aura has a radius of 30 feet, centered on you, and lasts for 1 minute or until you're incapacitated. All friendly creatures under your Dark Devotion are under the effects of your Sadistic Tendencies, and renders all damage dealt within it nonlethal. Creatures within 5 feet of you in this aura become stable if they're dying.
You can use Dark Devotion twice per long rest.
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