Infernal Domain

The Infernal Domain, as the name suggests, stems from the very depths of the Nine Hells. Cultists have always flocked to Asmodeus and archdevils, siphoning away their power with fervent faith or the promises of countless souls. The constant for any cleric of the Infernal Domain is that everything has a cost, and they are equipped to tempt you towards paying any cost no matter how dear.

Not all clerics who walk this infernal path are evil. Some actively seek out wrong-doers and ensure their swift delivery to the Nine Hells, though others are driven solely by their self-interest. Regardless of their moral position, these clerics are typically lawful individuals, modeling their methodology on the letter-of- the-law approach the Nine Hells is so infamous for.

 

Level 3: Infernal Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Infernal Domain Spells table, you thereafter always have the listed spells prepared.

Infernal Domain Spells
Cleric LevelPrepared Spells
3Bane, Oath-Sealing Covenant, Alter Self, Locate Object
5Bestow Curse, Revivify
7Compulsion, Wall of Fire
9Geas, Infernal Calling
 

Level 3: Devil in the Details

When you choose this domain at 1st level, you learn how to speak, read, and write Infernal, and you gain proficiency in one of the following skills of your choice: Insight, Deception, or Persuasion.

Level 3: Diabolical Temptation

You learn how to lure others into deals with sickly sweetness, catching more souls with honey than blood, as the old fiendish saying goes. As an action, one humanoid you can see within 30 feet of you that can see, hear, and understand you must succeed on a Wisdom saving throw against your spell save DC or become magically charmed for 8 hours. The creature undertakes to perform any services you ask of it in a friendly manner, to the best of its ability in order to please you.

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fter the charmed condition ends on a creature, the creature realizes that you used magic to influence its mood and becomes hostile toward you. If the target suffers any harm or receives instructions that are suicidal or that conflict with the creature’s normal desires, the charm automatically ends. If you use this feature to charm a creature while you already have a creature charmed by this feature, the charmed condition ends on the previously targeted creature.

Once used, you cannot use it again until you finish a long rest, unless you expend a spell slot of any level to do so again.

Level 3: Infernal Contract

When you and another creature come to a verbal or written agreement, you can perform a 1 minute ritual and use your Channel Divinity to bind the agreement as an infernal contract. This agreement must include the object, currency, or service you will provide the creature.

Upon providing the creature with the terms of the contract, a coin bearing the profile of the creature appears in your palm. This coin, called a soul token, can be spent for fleeting power. You can only gain one soul token from a creature but you can have any number of soul tokens at one time. As an action, you can expend a soul token you have on your person to gain one of the following effects of your choice:

  • You gain 1d10 temporary hit points.
  • You grant an unconscious creature you can see 1d4 −1 successful death saving throws.
  • You place a small curse on a creature you can see within 30 feet until the start of your next turn. During that time, when the creature makes an attack roll or saving throw it must roll a d4 and add or subtract (your choice) the result from the attack roll or saving throw.
  • For the next hour, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.

Level 6: Faustian Boon

You learn the means by which to grant your allies infernal boons, though at a cost. As a bonus action, you can choose one the following effects to bestow on a willing creature that you can see other than yourself within 60 feet:

  • You grant the creature advantage on the next attack it makes and allow it to reroll 1 of the damage dice, however until the end of its next turn, attack rolls against it have advantage.
  • You grant the creature an AC bonus equal to your Wisdom modifier (minimum +1) that lasts until the start of your next turn. However, the creature’s speed is halved for the same duration.
  • You cause the creature to regain 1d8 + your spell casting modifier hit points, however the next attack it makes deals less damage equal to the hit points restored.
  • The creature regains an expended spell slot of your choice that is 1st level or higher. The spell slot can’t be higher than 5th level or of a level higher than your highest level spell slot. When the creature uses the regained spell slot to cast a spell, each target of the spell gains a +4 bonus to its AC against the spell’s attacks and has advantage on any saving throw it makes against the spell.

Once you bestow one of these effects on a creature, you can’t bestow that effect again until you finish a long rest.

Level 8: Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 17: Soul Broker

You know the deals made in the Nine Hells better than most and can strike a bargain with death itself for your personal gain. When a creature dies within 60 feet of you, you can use your reaction to bargain for its soul.

When you do, the creature is returned to life with its maximum hit points reduced by half and an equal number of current hit points. When you revive a creature in this way, you can choose to charm it, causing it to obey your verbal commands. After 1 minute has passed, the charmed condition ends and the creature immediately dies unless it was targeted by a spell or other effect that could return it to life, such as the revivify spell. If a creature is targeted by such a spell, the charmed condition immediately ends and its maximum hit points are no longer reduced.

Once you use this feature, you can’t do so again until you finish a long rest.

 


 

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