Base Class: Cleric
The demonic domain focuses on the power and draw of the underworld-one of the fundamental forces of the universe- that tears away life. The demons of the underworld promote conversion at any cost, whether it is through trickery or force. Almost any demon can claim some sort of influence over this domain, particularly the arch-fiends.
Friendly Guise
When you choose this domain at 1st level, You gain proficiency in Deception and Persuasion. If you already have proficiency, then you gain double proficiency.
Demonic Flame
Also starting at 1st level, whenever you use a spell of 1st level or higher to deal fire damage, the creature loses additional HP equal to 2 + the spell’s level.
Channel Divinity: Drain Life
Starting at 2nd level, you can use your Channel Divinity to reap health from your enemies.
As an action, you present your holy symbol and evoke necrotic energy that can take away a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature also heals the user up to half of the damage dealt. You can’t use this feature on an undead or a construct.
Necrotic Veins
Beginning at 6th level, The blood that runs through your veins has become black with necrotic power. You have a font of necrotic energy equal to 5 times your cleric level. As an action, you can either use this energy to heal allies by spending any given number of your necrotic points or to make a melee attack at your enemy any given number of your necrotic points.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with demonic 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Hell's Command
Starting at 17th level, as an action, you can utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 8 or lower. The demon appears in an unoccupied space you can see within 60 feet, and the demon disappears when it drops to 0 hit points or when an hour is up. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn.
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