Cleric
Base Class: Cleric

The clerics of pain enjoy it. It doesn't matter if it's their pain, or their enemies. They worship an ancient entity that has no name. It feeds on the pain caused by its clerics. Therefore, it helps them, gives them strength and the opportunity to injure their enemies. Having a pain cleric in a group is as useful as it is scary.

Pain clerics use chains, saws, blades, shackles, needles and other symbols of pain and torture as a holy symbol.

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Domain Spells

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.

Pain Domain Spells

Cleric Level Spells
1st Inflict wounds, Cause fear
3rd Spiritual weapon, Clouds of daggers
5th Life transference, Bestow curse
7th Blight, Death Ward
9th Contagion, Holy weapon

 

Bonus Proficiency

When you choose this domain at 1st level, you gain a proficiency at heavy armor.

Choosing a Victim

Also, at the 1st level, you get the ability to recognize the most resilient creature that can endure the most injuries. You know exactly which creature you see within a 60-foot radius has the most health points, but you can't know the exact number.

Channel Divinity: Torture

Starting at 2nd level, you can use your Channel Divinity to start torturing your enemy. several chains break out of the ground and chains the target to the ground, then wounds will appear on the creature's body, and agony will engulf the mind.

As an action, you can choose a creature that you can see in 60 feet radious. The creature needs to succeed in constitution saving through against your spell difficulty, if it failed it will take 1d10 slashing damage and 1d8 psychic damage and will be restrained, otherwise it will take only a half of damage. If the creature was restrained, at the beginning of its turn it will take 1d6 slashing damage and 1d4 psychic damage. At the end of its turn it will try to succeed in saving through again. If the creature take damage causing by any other source, it will take advantage on his saving through against this effect.

At level 10, damage increase up to 2d10 slashing damage and 2d8 psychic, and to 2d6 slashing damage and 2d4 psychic damage at the beginning of target's turn.

Inspiration by Pain

When you reach the 6 level in this class, you can reduce the incoming damage to you by 1d4 as your reaction, if it is not psychic damage. By reducing the damage in this way, you will gain an advantage on your next attack roll. You can use this skill the number of times equal to your half of the level in this class, rounding up. You recover all the spent applications when you finish a long rest.

At the 10 level, the damage reduction increases to 1d10.

Pain Transfer

The fact that you are relieving someone of pain angers you, even if it is an ally, so you have discovered a new way of causing pain.

At level 8, when you heal an ally by spending a spell cell, as your reaction you can choose a target within a 20-foot radius from the previous target, and it will take necrotic damage equal to the restored health points. The target must fail a constitution saving throw, against your spell difficulty, or take half of that damage. You can use this skill the number of times equal to your  proficiency bonus. You recover all the spent applications when you finish a long rest.

Сontinued Suffering

At level 17, you will learn how to bring even more pain to your enemies. As an action, you can deal 10d8 necrotic damage to all enemies who not at full health and you can see within a radius of 30 feet. You get 1d4 psychic damage for every enemy killed by this ability. You can use this ability once. To use it again, you need to finish a long rest.

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