Affliction Domain

The divine domain of Affliction is a fundamental part

of many evil gods. These gods delight in using their

divine influence to harm the condition of others, spreading misery and torment against their followers and enemies alike. Clerics of these gods are commonly sadistic and twisted individuals who take perverse pleasure in besetting others with poisons, diseases, curses and more--often against their will.

Affliction Domain Spells Cleric Level Spells 1st inflict wounds, ray of sickness 3rd hold person, ray of enfeeblement 5th bestow curse, vampiric touch 7th blight, sickening radiance 9th contagion, dominate person

Eyes of Affliction At 1st level, as an action, you can open your awareness to magically detect poison and disease. Until the end of your next turn, you sense the presence of poisons, poisonous creatures, and diseases within 60 feet of you. Their location and type also become known to you. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Channel Divinity: Wave of Lethargy Starting and 2nd level, you can use your Channel Divinity to make your foes sluggish. As an action, a wave of lethargic energy bursts forth from you. Each enemy within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to 1d10 + your cleric level and have its movement speed reduced by half for 1 minute. On a success, the damage is halved and the target's movement speed is not affected. At the end of each of an affected creature's turn, it makes another Constitution saving throw. On a success, the effect ends.

Aspect of Detriment Starting at 6th level, creatures make their attack rolls and saving throws with disadvantage while affected by your Wave of Lethargy.

Divine Strike At 8th level, 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 to the target. When you reach 14th level, the extra damage increases to 2d8.