Divine Domain - Pain Domain


Loviatar's followers are those most commonly associated with the domain of Pain. Sadists and masoschists both, the clerics of Pain (typically women) are those who inflict and revel in harming others. Trained in the use of whips to exact maximum slow, excruciating harm, they fight

Though rarely found among the ranks of the good and holy, clerics of Pain can be 'turned' to the side of righteousness, if only by directing their pain-causing tendencies against evil for a while.

Pain Proficiencies

You gain proficiency with Whips and the Athletics skill. While wielding a whip, you can use your Wisdom instead of your strength or dexterity score for attack and damage rolls.

Agony Addiction

Whenever you hit with a Whip, you gain temporary hit points equal to half the damage dealt. If you are below half health you can choose to regain normal hit points instead.

Domain Spells

Cleric Level Spells
1st Hellish Rebuke, Inflict Wounds
3rd Heat Metal, Warding Bond
5th Bestow Curse, Spirit Shroud
7th Black Tentacles, Shadow of Moil
9th Antilife Shell, Dominate Person

Channel Divinity: Touch of Pain

Starting at 2nd level when you hit with a whip attack you can expend your Channel Divinity to have the target make a Constitution saving throw. If they fail, they are stunned until the end of your next turn. On a success they are not stunned but they cannot take an Action on their next turn instead.

Lasher

At 6th level your mastery over your whip improves. You can choose to increase its Reach by a further 5ft during your turn. In addition, when you hit with a whip attack you may immediately use your bonus action make an Athletics (Wisdom) check contested by the target's Athletics or Acrobatics ability check. If you succeed, you can choose to either disarm them of one item they're wielding or to trip them prone.

If you disarm them of an item they're wielding, it falls in a square adjacent to them, unless you beat their ability check roll by 5 or more, in which case you can choose to retrieve it immediately with your whip and either take hold of it (if you have a free hand) or let it drop to the ground at your feet.

Divine Strike

Starting 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.

In addition, you can infuse a magical or non-magical whip with your spell's energy in order to increase it's attack and damage bonus, to a maximum of +3. At the end of a long rest you can expend a spell slot of 3rd or higher (+1), 6th or higher (+2), or 8th or higher (+3). This lasts until the end of your next long rest. Only you can benefit from this enchantment; if the whip is handed to another creature it does not function for them.

If used on a magical whip that already had a bonus, the spell slot level doesn't change, but it can only stack to a maximum of +3, for instance if you have a +1 Whip, expending a spell slot of 6th level would change it into a +3 Whip, however you could not increase it any further than that.

Unquenchable Pain

From 17th level you are able to withstand even the most grievous of pain. When you are reduced to 0hp, you do not fall unconscious, nor start making death saves. Instead, for 1 minute, each subsequent instance damage you take causes a Constitution saving throw (DC10, increasing by +3 per instance of damage). Unquenchable Pain ends after either 1 minute or a failed saving throw (in which case you fall unconscious and start making death saves as normal) or until you receive healing to take you above 0hp.

Once Unquenchable Pain has activated once, it cannot do so again until you have completed a long rest.