Infernal Domain (5e Subclass)

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Infernal Domain[edit]

Cleric Domain

Clerics from the Infernal Domain worship the forces that rule the nine hells, and crave the time were the gates that separate the material plane from the hellish flames will be forever shattered. They usually gather into cults, since the practice of devil worshiping is commonly frowned upon and persecuted by societies. These clerics usually are devoted to a specific archdevil ruler from one of the nine circles, while others adore the power of hell itself. This will shape the method in which the cleric approaches his veneration, and his personality. For example, a Infernal Cleric of Glasya will be manipulative and charming, and will strive to gain power through controlling others actions and thoughts, while a cultist of Zariel will be a militant cleric, who fight in the Blood War even when in the material plane, hunting demons and sending them back to the abyss from were shouldn't ever left.

Infernal Domain
Spell Level Spells
1st burning hands, hellish rebuke
3rd blindness/deafness, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th hold monster, infernal calling
Bonus Proficiencies

Starting at 1st level, you gain proficiency with martial weapons. In addition, you can speak, read and write in Infernal.

Fiendish Skin

Starting at 1st level, your skin starts to morph into diabolic scales. While not wearing armor, you gain an AC equals 10 + your proficiency bonus + your Wisdom modifier.

Channel Divinity: Pit Fiend Aura

At 2nd level, you can use your Channel Divinity to mimic the terrifying presence of a pit fiend. As an action, you create an aura of 30-foot radius centered on you. Any hostile creature that moves inside the area of your aura, or start its turn there must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you until the start of your next turn. A creature who succeeds the save against this feature is immune to its effects for the next 24 hours.

The aura, once activated, lasts for 1 minute, or until you choose to end it on your turn, without taking an action, or until you are knocked unconscious.

Diabolic Resilience

At 6th level, you gain resistance to poison damage and fire damage, and advantage on saving throws against the poisoned condition.

In addition, you gain advantage on saving throws against spells.

Hellfire Strike

At 8th level, you cause additional 1d8 fire damage when you hit a creature with a weapon attack.

At 14th level, this fire damage ignore resistance to fire damage, and treat immunity as resistance. In addition, the damage increases to 2d8.

Hellish Apotheosis

At 17th level, you ascend as a true representative of the nine hells. You grow a pair of leathery wings, that grant you a flying speed equal to your movement speed.

In addition, you become immune to fire and poison damage, and immune to the poisoned condition.

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