Base Class: Cleric
Pain is not a wound to be hidden. It is a sacrament. Clerics of the Pain Domain teach that agony is the one honest language left in the multiverse: it cannot be counterfeited, and it never lies. They take the lash as readily as they give it, believing that suffering burns away weakness, reveals truth, and binds mortal flesh to the will of cruel gods.
Gods of this domain delight in torment both inflicted and endured. In the Forgotten Realms, the Maiden of Pain, Loviatar, is the domain’s purest patron—lawful, exacting, and intimate in her cruelty. Cyric, the Dark Sun, also claims pain as a tool of murder, madness, and strife, teaching that every scream is a prayer and every scar a sermon.
Pain Domain Spells
You gain domain spells at the cleric levels listed in the Pain Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | chill touch, false life, hellish rebuke |
| 3rd | hold person, spike growth |
| 5th | bestow curse, vampiric touch |
| 7th | blight, phantasmal killer |
| 9th | contagion, hold monster |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial melee weapons. You also gain proficiency in Constitution saving throws.
Disciple of Pain
Also at 1st level, you are hallowed by suffering and learn to make a weapon of it.
Enduring Flesh. You have advantage on Constitution saving throws and on death saving throws. Your hit point maximum increases by 8, and it increases by 8 again whenever you gain a level in this class.
Unarmored Agony. While you aren’t wearing armor, your AC equals 16 + your Dexterity modifier. You can use a shield and still gain this benefit.
Cruel Flourish. You can make one weapon attack as a bonus action on each of your turns.
Transmuted Torment. When you deal damage with a spell or other magical effect, you can change that damage’s type to necrotic or psychic (your choice). If you do you regain any missing hit points equal to half the dealt damage (rounded up).
Channel Divinity: Shared Agony
Starting at 2nd level, you can use your Channel Divinity to make your body a conduit for pain.
As a bonus action, you present your holy symbol and choose to become resistant to all damage or vulnerable to all damage. This choice lasts for 1 minute or until you end it early (no action required). While the effect is active, whenever a creature deals damage to you, the following effects occur:
- The creature takes necrotic or psychic damage (your choice) equal to half the damage you took from that instance of damage (rounded up).
- You gain temporary hit points equal to half the damage you took from that instance of damage (rounded up).
In addition, whenever damage is dealt to you, you regain one expended use of your Channel Divinity.
Exquisite Hurt
Also at 6th level, pain sharpens both your strikes and your victims.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Open Wound. You have advantage on attack rolls against a creature you have already damaged on the same turn. Until the end of your next turn, that creature has disadvantage on saving throws against effects that would deal damage to it, and it cannot benefit from any damage resistances.
Accept the Blow. When you take damage, you can use your reaction to reduce that damage by half. This reduction does not change the damage used to determine the effects of your Shared Agony Channel Divinity.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine agony. 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 or psychic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. You regain any missing hit points equal to this dealt damage.
Apotheosis of Pain
Starting at 17th level, you no longer flinch from any trial. You add your Wisdom modifier to all saving throws you make.
In addition, when you use Shared Agony, the effect is intensified for the duration:
- A creature that damages you takes necrotic or psychic damage equal to the full amount of damage you took from that instance, instead of half, and you gain temporary hit points equal to the full amount of damage you took.
- The creature becomes vulnerable to the next instance of damage it takes. This vulnerability applies even if the creature has resistance or immunity to that damage, treating the creature as vulnerable instead.
- You have advantage on all saving throws while Shared Agony is active.
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