Base Class: Cleric
The high powers of the fiend domain are masters of fire and devious cunning. Whether it is by law or chaos they rule by, these beings live to corrupt other creatures and twist them to their will. Some examples include Asmodeus, Tiamat, Orcus, Graz'zt, The Pale Night, and Zariel. Followers of these fiendish lords usually strive to embody the evil their master stands for. They receive a fiendish brand somewhere on their body, and as they grow in power, so does their brand grow larger and more intricate.
Level 3: Fiendish Nature
At 3rd level, you gain resistance to Fire and Poison damage as your body becomes suffused by fiendish energies. Additionally, you gain a sort of darkvision known as Devils Sight, which allows you to see in darkness (both mundane and magical) up to 120 ft and can speak, read and write Infernal and Abyssal
Level 3: Bonus Proficiencies
You gain proficiency with martial weapons and heavy armor
Level 3: Branded Domain Spells
Your connection to this domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Branded Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Scorching Ray, Hellish Rebuke |
| 5 | Bestow Curse, Fireball |
| 7 | Harm, Create Undead |
| 9 | Clone, Fire Storm |
Level 6: Destructive Aura
At 6th level, you can use your bonus action to surround yourself with a flash of elemental fury. Hostile creatures within 15ft of you must succeed on a Dexterity saving throw against your Spellcasting DC, or take 3d6 damage of your chosen element from the following. This can be fire, cold, acid, or poison. On a successful save, the creature takes half of the damage. This can be done 3 times per short rest.
Purity of Destruction
Starting at 6th level, you start to incorporate your master's power into your attacks. You may add your wisdom modifier to the damage you deal with each attack.
Level 17: Blessing of the Fiend
At 17th level, you have absorbed enough of your master's power that your body begins to change further. You grow fiendish horns, the whites of your eyes become black, and the irises of your eyes appear as miniature flames. Your fiendish brand is now large enough to be noticed quite easily if not completely covered, and marks you as a fiend.
Whenever a Detect Evil and Good spell, Divine sense, or similar magic is cast, your fiendish aura registers on the caster's senses. You also gain immunity to both fire and poison damage.
Additionally, your attacks and Destructive Aura now ignore resistances.
Summoner of Fiends
As an Action, you may choose to summon a fiend from the plane your master resides in to help you in combat. When you do, a portal opens up to that plane and the chosen fiend arrives to assist you for 10 minutes. After 10 minutes, another portal opens up and the fiend is ripped back to their plane of existence. The Fiend must be of CR 13 or lower, and cannot have legendary or mythic actions.
This feature can be used once per long rest.
Previous Versions
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12/13/2024 9:45:27 PM
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