Cleric
Base Class: Cleric

The torment domain represents becoming a master of sin, shame and domination, As well as often working with many devils and archdevils. Clerics of the torment domain are often named "Hell Priests" due to such demonic worship. Most Hell priests are normal people in the hells that have been hand-picked by one of the 9 rulers of hell then converted to become a priest of hell, There have been a few exceptions where some rulers will choose a particularly sadistic individual from another plane to be their hell priest, but it is exceedingly rare.

As torment clerics gain their powers from the leaders of hell, It would be appropriate to choose one of them as your Patron. Clerics of torment often believe that "Mutilation Is The Only Revelation" and that once broken, the mortal soul will have clarity in it's purpose. And that is the reason most hell priests despise Ilmater, As he stands for endurance, moving past hardship and perseverance, All the things that would normally be frowned upon by torment clerics.

(Unlike most Cleric sub-classes, The Torment Domain uses Intelligence as your spellcasting modifier.)

Domain Spells

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

 

Torment Expanded Spells
Spell Level Spells

1st

command, inflict wounds

2nd

blindness/deafness, hold person

3rd

speak with dead, fear

4th

banishment, dimension door

5th

hold monster, hallow

Revelation

You gain the Torturer's Implements magic Item. As a bonus action, This set of tools can be magically summoned to your hand or in an unoccupied space within 10 feet of you.

Additionally, Nobody can touch or use your Implements without your permission, If a creature tries to touch your tools and you don't allow it, the creature must make a Strength saving throw against your spellcasting DC or be pushed 20 feet away from it. If the target succeeds the saving throw, they are not pushed away, but they still cannot pull the tools out of the bag, Unless they are a fiend or a celestial. If you use the tools to torture a creature for 5 minutes, they must make a Wisdom saving throw (DC= 10 + proficiency bonus + Intelligence modifier) or become vulnerable to Bludgeoning, Piercing and Slashing damage for (1d4 + your dexterity modifier) months, If the target is already vulnerable to these types, It instead becomes vulnerable to Necrotic damage.

Also, If another creature is using your tools, they do so without their proficiency bonus.

Channel Divinity: Needles and pins

You can use your Channel Divinity to summon hooked chains and manipulate others.

As an action, You summon hooked chains to pierce a creature that you can see within 60 feet of you, That creature must make a Dexterity saving throw against your spell DC. On a failed save, the target is hooked, lifted 5 feet off the ground and is considered paralyzed. At the end of each of your turns, The creature takes 1d4 piercing damage and can retry the save. On a successful save, The target is no longer paralyzed.

Your channel divinity damage increases by one dice size when you reach 6th level (1d6), 11th level (1d8), 17th level (1d10), and 20th level (1d12).

Pleasure And Pain

You have mastered delivering pain upon yourself. As a bonus action, You can choose to give yourself vulnerability to bludgeoning, piercing and slashing damage for 1 hour and choose another creature within 30 feet of you to receive resistance to those damage types for 1 hour. If the chosen creature already has resistance to physical damage, you can choose another damage type to give resistance to instead.

You can use this feature twice and regain the ability to do so when you finish a long rest.

Demons To Some

You have learned to call upon your fellow priests when the need is great. As an action, You can summon a Chatterer to an unoccupied space within 60 feet of you to fight with you for 1 hour, It then will return to hell. It takes it's turns after yours and considers your allies as it's allies. Additionally, You can give it small commands such as "Stay around me" or "Attack that one". It is still a living creature, But will be willing to do most things involving pain or suffering, As that is what Hell Priests live for.

Whenever you use this feature, You summon the same Chatterer each time. And while they may look similar, If your Chatterer dies in any way, It will be replaced by a different one the next time you use this feature.

You can use this feature once and regain the ability to do so after a long rest.

Puzzles and Pieces

You are granted a Lament Configuration magic item by your patron. As an action, You can solve the puzzle box and plane shift directly to the layer of hell that is ruled by your patron, If somebody else would attempt to go to hell in this way, they must make a (DC = 20) Intelligence check, On a failure the box lays dormant. Also, As an action, You can use the box to banish a fiend (CR 10 or lower) within 30 feet of you back to their home plane, The target must make a Charisma saving throw against your spell DC, on a successful save, nothing happens.

Additionally, When the box is used by a creature other then you, you immediately gain the knowledge of it, Even if it's on a different plane of existence. As a bonus action you can teleport directly to the box if a creature has attempted to use it.

Master Of Sin

You have an otherworldly control over the mortal soul. As an action, You choose a creature within 300 feet of you to be marked, The next time that creature is hit by you or another hell priest, It will take 9d6 force damage and must make a Wisdom saving throw against your spell DC or become paralyzed until the end of your next turn. As long as a creature is marked you know exactly where it is at all times and how many hitpoints it has at the moment. You also learn if it has any vulnerabilities or resistances.

You can use this feature once and regain the ability to do so at dawn.

The damage increases by 1d6 when you reach 19th level (10d6).

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