Zariel Domain (5e Subclass)

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Zariel Domain

Cleric Subclass

You were a cruel mercenary knight, betrayed and killed by your allies. In Hell, you endured torment until Zariel offered you a chance to return to life. In exchange, you would serve as her agent on Earth, corrupting mortals and preparing the world for the apocalyptic war against the celestial gods.

Now, reborn with infernal power, your mission is to spread destruction and weaken the faith in the gods of good, paving the way for Zariel's ascension.

Zariel Domain Spells

Cleric Level Spells
1st Hellish Rebuke, Absorb Elements
3rd Flame Blade, Scorching Ray
5th Fireball, Summon Lesser Demons
7th Summon Greater Demon, Wall of Fire
9th Infernal Calling, Immolation


Hell Knight

When you choose this domain at 1st level, you learn the Fire Bolt cantrip and gain proficiency with martial weapons and heavy armor. in addition, you learn to speak, read, and write Infernal.

Channel Divinity: Conjure Fiend

Starting at 2nd level, you can spend one use of your Channel Divinity to conjure an fiend creature. That fiend creature behaves as if animated by the animate dead spell. The fiend vanishes after 1 minute, or after being destroyed, whichever happens first.

The fiend summoned depends on your level, as shown on the table below:

Cleric Level Fiend Conjured CR
2nd 1/4
5th 1/2
8th 1
10th 2
14th 3
17th 4

Additionally, you have advantage on all Charisma checks related to maintaining control over a fiend.


Infernal Strike

At 6th level, you gain the ability to infuse your weapon strikes with flame 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 11th level, the extra damage increases to 2d8.

Presence of Zariel

Starting at 8th level, Zariel grants you the ability to transform suffering into destructive fire. You gain resistance to fire damage and, once per turn, when a hostile creature hits you with a melee attack or ends its turn within 10 feet of you, an explosion of hellish flame erupts around you, dealing 1d8 fire damage. this damage increases to 2d8 at 14th level.

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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