Suffering Domain

Throughout life, all things suffer. Pain, disease, embarrasment, injury, and grief suffuse the world, and none are exempt from their influence. Gods of the domain of suffering have many roles in different societies and worlds. Some gods of Suffering, including Ilmater, believe that it is righteous to suffer so others need not. More sadistic gods of Suffering, such as Loviatar, Beshaba, and Shar instead inflict suffering on others as much as possible.

Suffering Domain Features

Cleric Level Feature 1st Withstand Pain 1st Unflinching 2nd Channel Divinity: Suffer 6th Bloody Insight 8th Divine Strike 17th Divine Hardiness

Domain Spells

You gain domain spells at the cleric levels listed in the Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Domain Spells

Cleric Level Spells 1st Hellish Rebuke, Inflict Wounds 3rd Blindness/Deafness, Heat Metal 5th Fear, Life Tranference 7th Phantasmal Killer, Evard's Black Tentacles 9th Cloudkill, Insect Plague

Withstand Pain

Beginning at 1st level when you choose this domain, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Unflinching

Also at 1st level, as a reaction to an ally you can see within 5 feet of you taking damage, you may prevent that damage. You take necrotic damage equal to the amount of damage prevented in this way. This damage ignored resistance and immunity to necrotic damage, and cannot be negated or reduced in any other way. You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.

Beginning at 6th level, the range at which you can use this raction is increased to 10 feet. The range increases by another 5 feet at 9th level to 15 feet, 12th level to 20 feet, 15th level to 25 feet, and 18th level to 30 feet.

Additionally, you automatically pass Constitution Saving throws made to maintain concentration caused by damage you inflict upon yourself through spells or abilities.

Channel Divinity: Joint Suffering

At 2nd level, you are able to use your Channel Divinity to impart your suffering on others.

As a reaction to taking damage from a spell or attack cast or made by a creature you can see within 30 feet of you, you may give yourself vulnerability to that damage. If you do, the creature that harmed you must make a Wisdom saving throw against your spell save DC. on a failed save, the target takes psychic damage equal to the damage you were dealt (after the vulnerability). On a successful save, the target instead takes half damage. If the damage you take reduces you to 0 hit points, and the target fails their saving throw, they are wracked with guilt, and must use their action on their next turn to stabilize or heal you, if possible. A creature immune to the Charmed condition automatically passes this saving throw.

Bloody Insight

Beginning at 6th level, when you make a skill or tool check, or when you make a saving throw, you may roll a d12 and take necrotic damage equal to the result. You cannot take more damage than twice your proficiency bonus in this way. This damage ignores resistance and immunity to necrotic damage, and cannot be negated or reduced in any other way. You gain a bonus to your roll equal to the amount of damage you took in this way.

You may use this feature after the roll has been made, but before the result is announced.

Divine Strike

At 8th level, you gain the ability to induce further strife with your attacks. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Hardiness

When you reach 17th level, your ability to withstand suffering grows even greater. Your hit point maximum increases by 17. it increases by 1 again whenever you gain a level in this class

Additionally, as a bonus action, you may enter a divine fervor for one minute. While in this state, you gain resistance to all damage, and if you would take damage from your own spells or abilities, or from your Unflinching or Bloody Insight features, that damage is halved. You may enter this divine fervor once, and regain the ability to do so when you complete a long rest.