Cleric
Base Class: Cleric

The Diabolical Domain focuses on the shivering negative energy — one of the darker forces of the universe — that corrupts all life. The diabolical demons and devils of the multiverse obstruct the divine through making deals the sick and wounded, corrupting the greedy, and driving away the forces of good. Any demon or devil can claim influence over this domain. 

Evil Worship

When you choose this domain at 1st level, you gain resistance to fire.

You can speak, read, and write Infernal and Abyssal. Additionally, whenever you make a Charisma check when interacting with Devil and Demons, your Proficiency Bonus is doubled if it applies to the check.

Disciple of Fire and Death

Also starting at 1st level, your fire and necrotic spells are more powerful. When you cast a fire or necrotic spell, roll an additional damage die.

Channel Divinity: Corrupt Life

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by when casting a spell that requires an attack roll. When you hit a creature with a spell that requires an attack roll, you can use Channel Divinity to deal additional necrotic damage to the target. The damage equals 5 + twice your cleric level.

Channel Divinity: Hellfire

Starting at 6th level, you can use your Channel Divinity to summon the black fires of hell around you.

As an action, you become summon hellfire to protect you, you gain +2 AC and are lightly obscured until the end of your next turn.

Abyssal Strike

At 8th level, you gain the ability to infuse your weapon strikes with infernal 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Infernal Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Infernal Wrath damage to a creature on your turn, you can damn that creature until the start of your next turn. The next time one of your allies hits the damned creature with an attack, the target also takes 2d8 necrotic damage. When the damned creature dies you gain Soul Coin. You can have one damned a creature at a time.


 

Carrying Soul Coins. 

To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.




Using a Soul Coin. 

A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

 
  • Drain Life. You siphon away some of the soul's essence and gain 1d10 temporary hit points.

  • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

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