Cleric
Base Class: Cleric

Those that pursue this domain come from a variety of backgrounds with an even larger variety of motives. Some find that they need intense sensation just to feel alive. Others desire the utter submission of those around them, be it enemies, strangers, or allies. There are those that believe that death isn't the ultimate punishment, but rather searing their disdain into opponents' flesh and psyche, leaving a mark that will be remembered clearly for the rest of their days.

Good-aligned clerics of this domain are hard to find, as the power to bend others to their will easily corrupts all but those with the most steadfast morality. 

Clerics of this Domain are often found wearing quality leather armor with intricate designs. They often wield the Domain's trademark weapon, the whip. 

Pain Domain Spells

Cleric Level       Spells


 

1st                      Command, Inflict Wounds

3rd                      Blindness/Deafness, Hold Person

5th                      Counterspell, Fear

7th                      Compulsion, Dominate Beast

9th                      Dominate Person, Geas

Tools of the Trade

When you choose this domain at 1st level, you gain proficiency with the whip. In addition, you gain proficiency in the Intimidation skill. 

Furthermore, your experience with restraints gives you proficiency with Sleight of Hand for checks made to tie someone up. If you put a creature in Manacles, the escape DC increases by 2.

Disciple of Pain

Starting at 1st level, your attunement to pain makes attacks with certain weapons cause extra damage. Whenever you attack with a whip or a club, you can add your Wisdom modifier to damage rolls.

Channel Divinity: Safe Word

Starting at 2nd level, you can use your Channel Divinity to halt attacks. 

As a reaction, you shout a safe word when you or an ally within 30 feet of you is being attacked by an opponent within 60 feet of you that you can see. That opponent must make a Wisdom saving throw. On a failed save, the opponent can not attack until the end of their next turn. On a successful save, the opponent has disadvantage on attacks until the beginning of their next turn. This feature has no effect on a creature that is deafened or cannot hear.

Sharp Tongue

Beginning at 6th level, your words are punctuated by pain. If you use your action to cast a spell from the domain spell list, you can make an attack with a whip or a club simultaneously as a bonus action. If the spell requires a saving throw, creatures that are damaged by this attack have disadvantage on the saving throw.

Painful Strike

At 8th level, you gain the ability to cause lasting pain with your weapon strikes. 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 damage to the target of the weapon's type to the creature at the beginning of its turn for a number of turns equal to your Wisdom modifier. This effect stops early if the creature receives any magical healing. When you reach 14th level, the extra damage increases to 2d8.

Cruel Master

Starting at 17th level, you can cast command as a bonus action without expending a spell slot on any creature that is taking damage from your Painful Strike. If multiple creatures are taking damage from your Painful Strike, you can choose to target multiple affected creatures. Affected creatures have disadvantage on their saving throw. This casting does not trigger the bonus attack from Sharp Tongue.

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