Base Class: Cleric
To the Maiden of Pain, suffering is transcendent and pain is holy. From emotional suffering to horrific violence, all forms of pain are seen as service to the Maiden of Pain. Because
feeling pain is seen as feeling the goddess herself, her faithful are notorious masochists. They also seek to emulate the Scourge Mistress’s demeanor, and so her priests tend to be manipulative, cold, and cruel. Although few would like to openly pray to her, the worship of Maiden of Pain is more common than one would think, and she is worshiped by torturers, cultists, sadists, and interrogators.
Domain Spells
You gain domain spells at the cleric levels listed in the Torment Domain Spells table. See the Divine Domain class feature for how domain spells work.
Torment Domain Spells
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Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the whip and with Constitution saving throws.
Vengeance of the Maiden of Pain
Your goddess bestows upon you a dark blessing that wounds creatures that wound you. Whenever you take bludgeoning, piercing, or slashing damage, you can use your reaction to force the creature to take the same amount of damage it dealt, not exceeding 5 + twice your cleric level.
You may use this a number of times per day equal to your Wisdom modifier (minimum 1). You regain expended uses after finishing a long rest.
Channel Divinity: Pain Touch
Starting at 2nd level, you can use your Channel Divinity to inflict horrific pain on a creature by touch. As an action, you make a melee spell attack. On a hit, the affected creature takes 3d10 necrotic damage and has disadvantage on all attack rolls and ability checks for 1 minute (or until you lose concentration). At the end of each of its turns, the target can make a Constitution saving throw, ending the effect on a success. If you do not initially hit on the melee spell attack, you may use your action on subsequent turns to attempt the attack again until you hit, for up to 1 minute (or until you lose concentration)
Channel Divinity: Pain Blast
Starting at 6th level, you can use your Channel Divinity to inflict a subject with sharp mental pain that makes them unable to act for a short amount of time. As an action, you can force a target within 30 feet of you to make a Wisdom saving throw. On a failure, it is incapacitated until the end of your next turn, doubled over in pain. For 1 minute afterwards (or until you lose concentration), the target suffers the effects of a Bane spell and takes a 1d4 penalty to attack rolls and saving throws.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with pain energy. Once on each of your turns when you hit a creature with a weapon attack, you can case the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eye of Torment
Starting at 17th level, you can cause your eyes to become an inky void imbued with necromantic power. As an action, one creature of your choice within 60 feet of you must make a Wisdom saving throw or be affected by one of the following effects for the duration. On each of your turns for 1 minute (or until you lose concentration) you can use your action to target another creature. Once a creature succeeds on a saving throw against the eye of torment, it is immune to its effect for 24 hours.
Death. The creature takes 8d10 necrotic damage, ignoring resistance to necrotic damage.A creature reduced to 0 hp by this attack dies.
Sickness. The creature has disadvantage on ability checks and attack rolls. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on a success.
Enervation. The creature gains 1 level of exhaustion. If it failed the save by 5 or more, the creature gains 2 levels of exhaustion.
Pain. The creature has disadvantage on saving throws. The affected creature also cannot speak or cast spells, and the DM controls its movement, which is erratic. At the end
of each of its turns, the target can make a Wisdom saving throw, ending the effect on a success.
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