Disciples of the Hellfire Domain have bargained their services to the Archdukes of Hell for horrendous power.In exchange for services rendered, Hellfire Clerics are blessed with fiendish fortitude and the use of Hellfire.Hellfire Clerics make good use of this caustic fire that clings to body and soul.
Hellfire Domain Spells
Cleric Level
Spells
1st
Burning Hands, Command
3rd
Scorching Ray, Darkness
5th
Melf’s Minute Meteors, Summon Lesser Demons
7th
Wall of Fire, Summon Greater Demon
9th
Immolation, Dominate Person
-Hellish Cohort:You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.When casting this spell you summon an Imp as your familiar.
-Hellfire Infusion:Also at 1st level, you gain the ability to infuse your form and magic with infernal power.You become resistant to fire damage.Additionally, when casting a cantrip or spell that deals fire damage you may convert half of the damage dealt into Necrotic or Acid damage.Any cantrip or spell that deals Radiant damage can be converted entirely into either Necrotic or Acid damage.
-Channel Divinity, Chastise Fiends:Starting at 2nd level, you can use your Channel Divinity to turn Celestial and Infernal outsiders. As an action, you present your holy symbol, and each celestial or infernal creature within 30ft of you that can hear you must make a Wisdom saving throw.On a failed save, these creatures are turned for 1 minute.
A turned creature must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you.It also can not take reactiocns.For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving.If there’s nowhere to move, the creature can use the Dodge action.
If a Celestial or Infernal’s true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Infernal Oculus:Starting at 6th level, one or both of your eyes take on the malevolent power of your fiendish overlord.You gain the ability to see normally in darkness, and magical darkness, to a range of 120ft.Additionally your eye/eyes are constantly under the effect of the Detect Magic spell.
-Unholy Strikes:When you reach 8th level, you are blessed with infernal might in battle.When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 Necrotic, Acid, or Fire damage to that creature.Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Tongue of the Black Speech:At 17th level, you gain the ability to speak a few words of the dark god’s destructive tongue.You gain Disintegrate, Power Word: Pain, Power Word: Stun, and Power Word: Kill as bonus spells.You add them to your list of domain spells, and like other domain spells, they are always prepared and count as Cleric spells for you.Additionally, these spells only require verbal components for you.
I would warn about including Hellish Rebuke as a spell. I know it's just a level 1 spell, but it's partially balanced by the fact that it's a spell normally only limited to Warlocks, Tieflings, and the Magic Initiate feat... stuff where you can only cast the spell once or twice.
Whereas, if you manage to get access to it as a Cleric spell, suddenly you've got this amazing 1st level spell that outputs solid damage any time you take damage without interrupting your action economy. Plus you can upcast it with higher slots... normally there's no way to get access to this spell with spell slots above 5, but now a high-level Cleric could slam an opponent with, say... a 7th level Hellish Rebuke to deal 8d10 fire damage on someone else's turn, and still has the ability to cast something like Sunbeam on their turn.
The other concern I have is Chastise Fiends... it needs more limitations. Turn Undead, for example, only affects Undead of low CR, since the ability to just force a powerful Undead to just stop functioning entirely after a single failed save is too potent. But way worse than that, literally any Fiend who doesn't have Legendary Resistance can become completely under your control for a full combat... the cleric doesn't need to maintain concentration, the Fiend can't attempt to shake it off at the end of their turns or doesn't get the opportunity to snap out of it if the cleric orders them to just stand still and let all your allies stand around and murder them.
I think you've got two options here... either change to lesser conditions (like Frightened and Charmed), or give this feature the same CR restrictions as Turn Undead uses. Either way, there should be some way to end the conditions early... either by giving the affected creature more opportunities to retry the saving throw, or just have the condition end if they take damage.
I like the revised spell list. It's good, but not optimized. Has both utility/social spells and combat spells. It supports the domain/concept really well. And I like that it has minute meteors, which is an amazing spell but people rarely choose it. So making it a domain spell for a class without access to fireball or similar will probably encourage people to actually use it.
Only possible problem I see - Minute meteors is concentration and cleric is already very concentration heavy. It's not necessarily enough reason to replace minute meteors, but something to consider.
Hellfire infusion
I would revise this a bit. Converting half of the damage can become quite complicated at higher levels, when the player can mix damage types with spells like spirit shroud etc.
A couple of suggestions: allow them to change the damage type of fire and radiant spells entirely OR make their fire spells ignore resistance to fire.
Hellish cohort
I love it!
Infernal oculus
This is quite nice as it is. Maybe consider swapping Hellfire infusion and Infernal Oculus if you take my suggestion about Hellfire infusion. It boosts the ability a bit and level 6 is often the level when classes get their magical unarmed strikes etc to surpass resistances. Infernal Oculus would be great for level 1.
Black Speech
This is veeeeeeeeery strong. Especially because it adds powerful spells on multiple levels. Maybe lose disintegrate and only keep the Power words. It would still be very strong.
Also, I think this ability sort of strays away from the concept of early levels.
Suggestion: What if you instead gave it just meteor storm and maybe limited time immunity to fire damage? It would pair well with the earlier features. You can still flavor it as Black Speech. For the immunity: For example immunity to fire damage until the beginning of your next turn whenever you use a spell slot to cast a spell that deals fire damage. Or something, I don't remember the details of cleric capstones to consider balance right now. But just as an idea. :)
Overall
I like this concept a lot. I like that you haven't made a super optimized cleric subclass, which is often a risk with choosing domain spells. I love the flavor and the warlocky feeling. I love warlocks as a concept but dislike the class mechanically. This would definitely hit a sweet spot for me.
I personally really like this subclass, I am going to allow my players to use this going forward! I think the changes that SerLoxy suggested are spot on, and the variation I am going to go with.
10/10 for effort and concept! Inspired me to think about more subclasses for my game!
The major inspiration for my capstone ability was the capstone for the phb Arcana Cleric where you get a 6th, 7th, 8th, and 9th level wizard spells of your choice added to your domain spells. Really the only thing I did was make the spells specific. I know I know not very creative on my part.
just always loved the black devil speak that could cause destruction just by the malevolence communicated. I want to say it was discussed in detail in the old 3.5 book of vile darkness? That was a read!
Not sure about the damage types…I’m on the fence. I want it to not just be hott fire but something…malignant, if that makes any sense?
The major inspiration for my capstone ability was the capstone for the phb Arcana Cleric where you get a 6th, 7th, 8th, and 9th level wizard spells of your choice added to your domain spells. Really the only thing I did was make the spells specific. I know I know not very creative on my part.
just always loved the black devil speak that could cause destruction just by the malevolence communicated. I want to say it was discussed in detail in the old 3.5 book of vile darkness? That was a read!
Not sure about the damage types…I’m on the fence. I want it to not just be hott fire but something…malignant, if that makes any sense?
I see. The difference is that Arcana cleric is otherwise quite weak in combat. Your subclass is more combat oriented in early levels too. I think, combined with the already potent 1-5th level domain spells, your Hellfire cleric will be quite the monster in terms of available combat spells without having to sacrifice any core cleric spells.
What about a 6th level spell that is not such a heavy damage spell? Like Investiture of Flame? The Power Words are powerful spells, but they are also quite limited/situational, so I find them less problematic than Disintegrate.
The Power Words, except for Kill, are basically only one Save stronger than some other lower level spells like Hold Monster or Hold Person. You get one free "Failed Save" if the target meets the HP requirement. But after that the Stun/Pain can be ended with a single Legendary Resistance or Saving Throw. So oftentimes direct damage spells are worth more, but these spells offer you great flavor and in the right circumstances they can make all the difference - especially when they are Always Prepared.
Hellfire Domain
Disciples of the Hellfire Domain have bargained their services to the Archdukes of Hell for horrendous power. In exchange for services rendered, Hellfire Clerics are blessed with fiendish fortitude and the use of Hellfire. Hellfire Clerics make good use of this caustic fire that clings to body and soul.
Hellfire Domain Spells
Cleric Level
Spells
1st
Burning Hands, Command
3rd
Scorching Ray, Darkness
5th
Melf’s Minute Meteors, Summon Lesser Demons
7th
Wall of Fire, Summon Greater Demon
9th
Immolation, Dominate Person
-Hellish Cohort: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When casting this spell you summon an Imp as your familiar.
-Hellfire Infusion: Also at 1st level, you gain the ability to infuse your form and magic with infernal power. You become resistant to fire damage. Additionally, when casting a cantrip or spell that deals fire damage you may convert half of the damage dealt into Necrotic or Acid damage. Any cantrip or spell that deals Radiant damage can be converted entirely into either Necrotic or Acid damage.
-Channel Divinity, Chastise Fiends: Starting at 2nd level, you can use your Channel Divinity to turn Celestial and Infernal outsiders. As an action, you present your holy symbol, and each celestial or infernal creature within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, these creatures are turned for 1 minute.
A turned creature must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If a Celestial or Infernal’s true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Infernal Oculus: Starting at 6th level, one or both of your eyes take on the malevolent power of your fiendish overlord. You gain the ability to see normally in darkness, and magical darkness, to a range of 120ft. Additionally your eye/eyes are constantly under the effect of the Detect Magic spell.
-Unholy Strikes: When you reach 8th level, you are blessed with infernal might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 Necrotic, Acid, or Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Tongue of the Black Speech: At 17th level, you gain the ability to speak a few words of the dark god’s destructive tongue. You gain Disintegrate, Power Word: Pain, Power Word: Stun, and Power Word: Kill as bonus spells. You add them to your list of domain spells, and like other domain spells, they are always prepared and count as Cleric spells for you. Additionally, these spells only require verbal components for you.
I would warn about including Hellish Rebuke as a spell. I know it's just a level 1 spell, but it's partially balanced by the fact that it's a spell normally only limited to Warlocks, Tieflings, and the Magic Initiate feat... stuff where you can only cast the spell once or twice.
Whereas, if you manage to get access to it as a Cleric spell, suddenly you've got this amazing 1st level spell that outputs solid damage any time you take damage without interrupting your action economy. Plus you can upcast it with higher slots... normally there's no way to get access to this spell with spell slots above 5, but now a high-level Cleric could slam an opponent with, say... a 7th level Hellish Rebuke to deal 8d10 fire damage on someone else's turn, and still has the ability to cast something like Sunbeam on their turn.
The other concern I have is Chastise Fiends... it needs more limitations. Turn Undead, for example, only affects Undead of low CR, since the ability to just force a powerful Undead to just stop functioning entirely after a single failed save is too potent. But way worse than that, literally any Fiend who doesn't have Legendary Resistance can become completely under your control for a full combat... the cleric doesn't need to maintain concentration, the Fiend can't attempt to shake it off at the end of their turns or doesn't get the opportunity to snap out of it if the cleric orders them to just stand still and let all your allies stand around and murder them.
I think you've got two options here... either change to lesser conditions (like Frightened and Charmed), or give this feature the same CR restrictions as Turn Undead uses. Either way, there should be some way to end the conditions early... either by giving the affected creature more opportunities to retry the saving throw, or just have the condition end if they take damage.
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I made some revisions to the original post:
-Replaced Fireball with Melf’s Minute Meteors, and replaced Hellish Rebuke with Burning Hands.
-Revised Channel Divinity for simplicity
-Reworded unholy strikes to bring it more in line with blessed strikes wording.
-Replaced capstone with Tongues of the Black Speech feature.
Domain spells
I like the revised spell list. It's good, but not optimized. Has both utility/social spells and combat spells. It supports the domain/concept really well. And I like that it has minute meteors, which is an amazing spell but people rarely choose it. So making it a domain spell for a class without access to fireball or similar will probably encourage people to actually use it.
Only possible problem I see - Minute meteors is concentration and cleric is already very concentration heavy. It's not necessarily enough reason to replace minute meteors, but something to consider.
Hellfire infusion
I would revise this a bit. Converting half of the damage can become quite complicated at higher levels, when the player can mix damage types with spells like spirit shroud etc.
A couple of suggestions: allow them to change the damage type of fire and radiant spells entirely OR make their fire spells ignore resistance to fire.
Hellish cohort
I love it!
Infernal oculus
This is quite nice as it is. Maybe consider swapping Hellfire infusion and Infernal Oculus if you take my suggestion about Hellfire infusion. It boosts the ability a bit and level 6 is often the level when classes get their magical unarmed strikes etc to surpass resistances. Infernal Oculus would be great for level 1.
Black Speech
This is veeeeeeeeery strong. Especially because it adds powerful spells on multiple levels. Maybe lose disintegrate and only keep the Power words. It would still be very strong.
Also, I think this ability sort of strays away from the concept of early levels.
Suggestion: What if you instead gave it just meteor storm and maybe limited time immunity to fire damage? It would pair well with the earlier features. You can still flavor it as Black Speech. For the immunity: For example immunity to fire damage until the beginning of your next turn whenever you use a spell slot to cast a spell that deals fire damage. Or something, I don't remember the details of cleric capstones to consider balance right now. But just as an idea. :)
Overall
I like this concept a lot. I like that you haven't made a super optimized cleric subclass, which is often a risk with choosing domain spells. I love the flavor and the warlocky feeling. I love warlocks as a concept but dislike the class mechanically. This would definitely hit a sweet spot for me.
Cheers and good job!
Finland GMT/UTC +2
I personally really like this subclass, I am going to allow my players to use this going forward! I think the changes that SerLoxy suggested are spot on, and the variation I am going to go with.
10/10 for effort and concept! Inspired me to think about more subclasses for my game!
The major inspiration for my capstone ability was the capstone for the phb Arcana Cleric where you get a 6th, 7th, 8th, and 9th level wizard spells of your choice added to your domain spells. Really the only thing I did was make the spells specific. I know I know not very creative on my part.
just always loved the black devil speak that could cause destruction just by the malevolence communicated. I want to say it was discussed in detail in the old 3.5 book of vile darkness? That was a read!
Not sure about the damage types…I’m on the fence. I want it to not just be hott fire but something…malignant, if that makes any sense?
I see. The difference is that Arcana cleric is otherwise quite weak in combat. Your subclass is more combat oriented in early levels too. I think, combined with the already potent 1-5th level domain spells, your Hellfire cleric will be quite the monster in terms of available combat spells without having to sacrifice any core cleric spells.
What about a 6th level spell that is not such a heavy damage spell? Like Investiture of Flame? The Power Words are powerful spells, but they are also quite limited/situational, so I find them less problematic than Disintegrate.
The Power Words, except for Kill, are basically only one Save stronger than some other lower level spells like Hold Monster or Hold Person. You get one free "Failed Save" if the target meets the HP requirement. But after that the Stun/Pain can be ended with a single Legendary Resistance or Saving Throw. So oftentimes direct damage spells are worth more, but these spells offer you great flavor and in the right circumstances they can make all the difference - especially when they are Always Prepared.
Finland GMT/UTC +2