Base Class: Cleric
Life Domain but, spooky.
Level 3: Disciple of Hell
When a spell you cast with a spell slot deals fire damage to a creature, that creature takes an additional 2d4 Damage.
Level 3: Infernal Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Infernal Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Darkness, Bane, False Life, Hold Person |
| 5 | Counterspell, Fireball |
| 7 | Banishment, Blight |
| 9 | Dominate Person, Flame Strike |
Level 3: Preserve Law
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 6: Transfer Damage
Immediately after you cast a spell with a spell slot that restores HP to one or more creatures other than yourself, you may deal that 1/3 of that damage (rounded down) to one character of your choice.
Level 17: Infernal Wings
You gain Flaming Wings that emit bright light for 10 ft. and dim light for another 10. These wings have a fly speed of 30.
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