Pain Domain

The gods of pain and evil, like Loviatar, Bane, Eryrhnul, Iuz and The Mockery, rejoice in the infliction and extend of pain. Clerics of this domain often are seen in wars, causing excruciating pain to their enemies in the name of their god or feeling pleasure while torturing some poor soul. These individuals, through painful rites, have learned the best way to inflict pain in his enemies, or to end the pain of their allies.

Pain Domain Spells

Cleric level Spells 1st Infernal Wound, Ray of Sickness 3rd Break Limb, Ray of Enfeeblement 5th Sadism, Vampiric Touch 7th Blight, Liquid Pain 9th Cloudkill, Wave of Pain

Torture specialist

When the cleric chooses this domain at 1st level, he or she gains proficiency in torture tools and can use it to adquire vantage in intimidation checks when able.

In addition, he or she gains proficiency with martial weapons and the exotic weapons spiked chain and scythe.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Amplify Pain

Starting at 2nd level, the cleric can use Channel Divinity to inflict excruciating pain in his enemy.

When the cleric hits a creature with an attack or cantrip, the cleric can use his Channel Divinity to deal extra damage to the target equal to twice his or her cleric level. After that, if the creature understands the cleric and is capable of feel fear, the cleric can make an intimidation check contested by the creature wisdom check. If he or she succeeds, that creature has disadvantage in attacks against the cleric until the cleric's next turn.

Pain's Embrace

Starting at 6th level, the cleric becomes immune to physical torture. In addition, when below half hit points, the cleric receives pleasure from his wounds, receiving proficiency in Constitution saving throws and advantage on attack rolls made against creatures that attacked he or she since his or her last turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Sacrifice of Flash

Starting at 17th level, the cleric can offer his own flesh to his or her god to evoke powerful magic. Using a bonus action, the cleric torn apart a small part of his or her body, like pulling hooks attached to his or her body or cutting himself or herself with a dagger or long nails. The cleric suffers 2d8 damage from the act, which can't be prevented in anyway, and all his or her spells in that turn are considered to be 3 levels higher, up to 9th level.

His or her maximum hit points are permanently reduced by that amount of damage until he or she performs a long rest and receives magical healing. The cleric also receives a minor scar which can only be removed by magical healing of 6th level or higher.