Base Class: Cleric
The Demise domain focuses on the lethargic negative energy—one of the fundamental forces of the universe—that sustains death. The gods of death promote lethargy and infirmity through killing the sick and wounded, disregarding those in need, and driving away the forces of life and health.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Follower of Demise
Also starting at 1st level, your damaging spells are more effective. Whenever you use a spell of 1st level or higher to deal damage to a creature, the creature takes additional damage equal to 2 + the spell’s level.
Channel Divinity: Neglect Life
Starting at 2nd level, you can use your Channel Divinity to injure the healthy.
As an action, you present your holy symbol and evoke damaging energy that can deal necrotic damage equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide that damage among them. This feature can damage a creature to no less than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Cursed Healer
Beginning at 6th level, the healing spells you cast on yourself damage others as well. When you cast a spell of 1st level or higher that restores hit points to you or another creature, you deal damage to another creature within 30ft equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
True Demise
Starting at 17th level, when you would normally roll one or more dice to deal damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 damage to a creature, you restore 12.
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