Cleric of Evil

The Evil Domain is focused upon the incredible powers of darkness, seeking to pervert and corrupt all things good or simply sow chaos for the pleasure that it brings them. The gods of evil are destructive, negative forces that, though they bring balance and a contrast to the world of good, are nevertheless dangerous and powerful. They include archdemons such as Orcus or Demogorgon, dark fey from Shadowfell such as Unseelie Lords, Archdevils such as Asmodeus or Mephistopheles, and gods of war, violence, or forbidden secrets like Zehir, Vecna, or Tiamat.

These clerics are not members of traditional priesthoods, but often the leaders of cults or other shadowy organizations. They are devoted to their dark masters—archdemons, shadowfey, and spreaders of death, chaos, and destruction wherever they go. Evil clerics may find themselves the unwilling receptacles of this power and fight against it, seeking an escape from the deity that has chosen them. Or wholeheartedly immerse themselves in their dark masters' desires. To these clerics, nothing is sacred of immoral, and they allow very little to stand in their way.

Evil domain spells

Cleric Level Spells 1st Bane, Inflict Wounds 3rd Crown of Madness, Darkness 5th Animate Dead, Vampiric Touch 7th Blight, Evard's Black Tentacles 11th Destructive Wave, Geas

Bonus Proficiency

When you choose this domain at first level, you gain proficiency with heavy armor and martial weapons.

Corrupted Magic

Also starting at first level, you gain power to alter your spells. When preparing a spell, you may choose to replace its radiant damage with necrotic damage.

Channel Divinity: Baron of Undeath

Many evil deities consider undead to be useful tools and weapons in their queset for evil. You lose access to your Destroy Undead option for Channel Divinity, and instead gain the following options:

As an action, you present your holy Symbol and speak an orison to command the Undead. Any Undead creature that you can see, or can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is bound to you.

A bound undead falls under your control. It cannot disobey your orders, rolls its own initiatve, and acts on its own. This control only lasts until the next dawn, when the power of light and the strain you have placed on the creature cause it to crumble to dust. There is no limit to how many undead you can control, except for your uses of Channel Divinity.

Channel Divinity: Butcher the Living

On a successful attack against a beast, goblinoid, or humanoid, you cut their life force from their body. They make a charisma saving throw with a DC equal to your cleric level+your wisdom modifier. On a failed save, the creature is instantly slain and cannot be raised as an undead or healed.

Bind Undead

Starting at 5th level and again at 8th, 11th, 14th, and 17th level, your power to exert your force of will over the undead grows. If the undead target of your Baron of Undeath feature is at or below a certain threshold, it will automatically fail its saving throw and fall under your control.

Bind Undead

Cleric Level Binds Undead of CR... 5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower

Bringer of Death

Starting at 6th level you gain the ability to accelerate the progress of death. When an ally within 30 ft of you that you can see misses an attack against a creature, you can cause that miss to become a hit. Once you use this feature you can't use it again until you finish a short or long rest.

Unholy Strike

At 8th level, you gain the ability to infuse your weapon strikes with dark energy. 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 damage. When you reach 14th level, the extra damage increases to 2d8.

Reaper of Souls

At 17th level, you gain the ability to consume the lingering soul of a dead creature. When an enemy you can see within 30 feet of you dies, you or an ally also within 30 feet regain hit point equal to the number of enemy's hit dice. You can use this as long as you aren't incapacitated, but no more than once per round.