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Demon Domain for Clerics in D&D

The document outlines the Demon Domain feature available to clerics, detailing its alignment restrictions, domain spells, and unique abilities. Clerics of this domain gain demonic powers from evil gods, with abilities that include summoning demons, enhanced weapon strikes, and various resistances. Additionally, clerics can choose an exemplar of evil to gain specific traits and powers, culminating in powerful abilities at higher levels.

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0% found this document useful (0 votes)
290 views3 pages

Demon Domain for Clerics in D&D

The document outlines the Demon Domain feature available to clerics, detailing its alignment restrictions, domain spells, and unique abilities. Clerics of this domain gain demonic powers from evil gods, with abilities that include summoning demons, enhanced weapon strikes, and various resistances. Additionally, clerics can choose an exemplar of evil to gain specific traits and powers, culminating in powerful abilities at higher levels.

Uploaded by

james6kelleher
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following Demon Domain option is available to a
cleric, in addition to those normally offered.

Demon Domain
The gods of demons–who may even be greater demons themselves–infect the world with their gruesome
misery and torturous thoughts. Only the most depraved evil gods can claim influence over the demon domain
as the fundamental chaos it thrives upon is difficult to control.

Vile darkness surrounds demon clerics, the chosen avatars of malicious, evil gods. They are gifted demonic
powers from their malevolent gods, which they use to wreak havoc on the good and just.

Restriction: Evil Only


Only creatures with neutral evil or chaotic evil alignments can invoke the powers of the Demon Domain. The
abilities of the Demon Domain are far too wicked for those of good or even neutral alignments, and the
inherent chaos of demons does not appeal to those of any lawful alignment.

Your GM can lift this restriction to better suit the campaign.

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

Demon Domain Spells


Cleric Level Spells
1st hellish rebuke, protection from evil and good
3rd darkness, misty step
5th fear, summon lesser demons*
7th summon greater demon*, wall of fire
9th contact other plane, hold monster
* These spells appear in Xanathar’s Guide to Everything. At your option, you may replace summon lesser
demons with vampiric touch and summon greater demon with fire shield.
Bonus Proficiencies
When you choose this domain at 1st level, you learn the Abyssal language and you gain proficiency with
martial weapons and heavy armor.
Exemplar of Evil
At 1st level, when you select this domain, choose an exemplar of evil and gain its feature. At your option, you
also gain minor physical attributes that are reminiscent of your exemplar. For example, if you have a balor as
your exemplar, you might have reddish skin and small horns, or if you exemplar is a nalfeshnee you may take
on porcine features.

Balor. You gain the internal hellfire of a balor. You can use your bonus action to create an aura of fire that
lasts until the start of your next turn. Each creature that starts its turn within 5 feet of you takes 1d6 fire
damage. In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you
takes 1d6 fire damage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Marilith. You possess the quick reflexes of a marilith. As a reaction, you can add 2 to your AC against one
melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Nalfeshnee. Your demonic exemplar imbues within you abyssal savagery. When you hit a creature with a
melee weapon attack, you can add double your Strength modifier to the damage roll instead of your normal
ability modifier.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Channel Divinity: Summon Evil


Starting at 2nd level, you can use your Channel Divinity to summon and bind a powerful demon in order to
gain information from it.

Using freshly drawn blood from a beast or humanoid, you draw a 15-foot diameter circle on the ground
surrounded by 5 lit, black candles. You then conduct an hour-long ritual, invoking the name of a powerful
demon which must be a balor, marilith, or nalfeshnee. The demon appears within the circle and cannot leave it.
While within the circle, the demon is blinded, incapacitated, and restrained and is under the effects of a zone of
truth spell (it automatically fails its saving throw). Nothing–not physical objects, energy, or other spell effects–
can pass through the circle, in or out, though the demon can still breathe in there. While within the circle, the
demon is immune to all damage. Any creature that attempts to attack or touch the demon or disturb the circle
in any way takes 4d6 psychic damage and the demon immediately disappears. Otherwise, the demon
disappears after 1 minute or until you use your action to dismiss it.

Demonic Resilience
Starting at 6th level, your connection to your demonic god grants you special abilities:

 You gain resistance to fire and poison damage.


 You are immune to the poisoned condition.
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 fire damage to the
target. When you reach 14th level, the extra damage increases to 2d8.

Abyssal Harbinger
At 17th level, you gain a magical benefit based on the Exemplar of Evil of your choice. You can choose the
same demon you selected at 1st level or a different one.

Balor. You can use your action to create a flaming whip in your empty hand. You are proficient with it while
you wield it. The whip counts as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Your flaming whip is a melee weapon with a 15-foot reach and finesse. On a successful hit, the whip deals 1d8
slashing damage plus 1d8 fire damage (in addition to the 2d8 fire damage from your Divine Strike feature)
plus your ability modifier used for the attack roll and the target must succeed on a Strength saving throw
versus your spell save DC or be pulled up to 10 feet towards you. Your whip disappears if it is more than 5 feet
from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no
action required), or if you die.

Marilith. You can take two reactions on everyturn round in combat.

Nalfeshnee. You can use your action to emit a horror nimbus, which appears as scintillating, multicolored
light. Each creature of your choice within 15 feet of you that can see the light must succeed on a Wisdom
saving throw against your spell save DC or be frightened for 1 minute. A creature can repeat the saving throw
on itself ending the effect on itself with a success. Good-aligned creatures make their saving throws with
disadvantage. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your
horror nimbus for the next 24 hours.

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