Evil Domain

You are all that is wrong with the universe, a beacon of vileness and villainy bound to a wicked master. You promote selfish, sinful behavior wherever you travel and are first to offer temptation and vice to others, taking special pride whenever your deeds cause the righteous to stumble and fall. You are not particularly drawn to any specific career path, but wherever you find yourself corruption and sin are bound to follow you.

Channel Divinity: When you channel divinity to heal, you affect only evil creatures (creatures with an evil alignment component or creatures with the evil subtype). When you channel divinity to harm, you affect only nonevil creatures and deal divine energy damage to all creatures affected. You deal half damage to affected nongood creatures (creatures without a good alignment component or creatures without the good subtype).

Domain Powers: Clerics with the evil domain gain the following domain powers at the indicated levels.

Touch of Evil (Su): At 5th level, whenever you channel divinity to harm, creatures that fail their Will saves become sickened for one round. A successful Fortitude save negates this condition. By increasing the channel’s Resolve Point cost by 1, you can sicken affected creatures for 1 round per level.

Scythe of Evil (Su): At 9th level, you can spend 1 Resolve Point as a swift action to bless the weapons of one ally within 30 feet with evil, granting their attacks (including attacks with unarmed strikes) the ability to bypass DR/good and ignore the resistances and immunities of good dragons, good fey, and good outsiders for a number of rounds equal to your Wisdom modifier. By spending 3 Resolve Points, you can instead grant this benefit to all allies within 30 feet (including yourself).

Wicked Mutations (Su): At 13th level, whenever you channel divinity to heal, affected creatures that are not outsiders with the evil subtype gain one fiendish extremity (as the tiefling racial trait). Affected tieflings gain the Extra Fiendish Extremity feat instead. Each affected creature randomly determines which fiendish extremity it gains. This effect lasts for a number of rounds equal to your Wisdom modifier. Multiple uses of this ability don’t stack, but they do reset the duration.

Temptation (Su): At 17th level, whenever you channel divinity to heal, you can offer to heal any creatures within the affected area that would not normally be healed by your channel divinity. Alternatively, when you channel divinity to harm, you can offer to spare any creature within the affected area that would normally be harmed by your channel divinity. Any creature that accepts your offer has their alignment permanently shifted to evil, their attitude towards you and your immediate allies immediately shifts to indifferent if they were hostile or unfriendly, and they are affected by your channel divinity accordingly.

Domain Spell List

1st—bane
2ndalign weapon (evil only)
3rdsmite opposition (evil only)
4thcommunal align weapon (evil only)
5thgreater smite opposition (evil only)
6thdispel opposition (evil only)
7th—crush skull
8th—plane shift
9thdictum (evil only)


The Starfarer's Companion from Rogue Genius Games
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