The Evil Domain is granted by deities of darkness, cruelty, and conquest, as well as fiendish entities and malevolent spirits that empower their servants to spread suffering. Clerics of this domain are the instruments of corruption, using vile magic to manipulate, torment, and destroy. Some seek dominion over the weak, others revel in pain and despair, and a few view their divine purpose as the annihilation of all that is good.
Unlike warpriests who strike down foes in battle, Evil Clerics command sinister magics that weaken, drain, and manipulate. They invoke curses, compel obedience, and wield necrotic energies that sap the life from their victims. Some spread disease and ruin, others forge pacts with fiends to bolster their power. Wherever they walk, their presence alone fosters dread and despair.
Domain Spells
1st-Level Cleric (Evil Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Tainted Touch
1st-Level Cleric (Evil Domain) Feature
Your divine power carries a malign influence. You gain the
Thaumaturgy and
Bone Chill cantrips if you don’t already know them. Additionally, when you deal necrotic or negative energy damage to a creature with a spell, you can reroll any 1s or 2s on the damage dice. You must use the new roll.
Channel Divinity: Malevolent Affliction
2nd-Level Cleric (Evil Domain) Feature
You can use your Channel Divinity to invoke a dreadful curse upon a creature you can see within 30 feet. The target must make a Charisma saving throw. On a failure, for 1 minute, the target is cursed with one of the following effects of your choice:
- Torment: The creature takes additional necrotic damage equal to your Wisdom modifier whenever it takes damage.
- Despair: The creature has disadvantage on attack rolls and ability checks.
- Submission: The creature cannot take reactions, and on its turn, it must make a Wisdom saving throw. On a failure, it must use its action to take the Dodge action instead of acting normally.
A creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Corrupting Presence
6th-Level Cleric (Evil Domain) Feature
Your presence alone inspires fear and dread. You gain proficiency in Intimidation, and when you cast a spell of 1st level or higher that forces a creature to make a saving throw, you can impose disadvantage on the saving throw against one target. Once you do so, you cannot use this feature again until you complete a short or long rest.
Potent Spellcasting
8th-Level Cleric (Evil Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
Dark Apotheosis
17th-Level Cleric (Evil Domain) Feature
Your power twists your form into something truly vile. You gain the following benefits:
- You are immune to necrotic damage and resistant to negative energy damage.
- Your spells ignore resistance to necrotic damage and negative energy damage.
- Whenever a creature within 30 feet of you dies, you regain hit points equal to your cleric level.
- As a bonus action, you can take on a vile aspect for 1 minute, causing all creatures of your choice within 30 feet to be Frightened of you until the end of their next turn. While in this aspect, you roll an extra die whenever you would deal necrotic or negative energy damage. Once you use this aspect, you must finish a long rest before you can do so again.
Deities of the Evil Domain
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