TEXT:  
  A CLERIC DOMAIN FOR ADVENTURES WHO  
  BELIEVE IN POWER ABOVE ALL ELSE  
   
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS  
  BLOOD PACT……...…...…………....……………… 1 
  TURN THE BLESSED....….………..……….............. 1 
  INFERNAL BOON……….………..…...……............ 1 
  INDOMINABLE SPITE….……..……......……............ 3 
  INFERNAL STRIKE………………..…...……............ 3 
  UNBREAKABLE PACT….…….……......……............ 3 
   
   
   
   
   
   
   
   
   
  ON THE COVER 
  Allaya, fallen Assimar and cleric of Bel, seeks an 
  abyssal boon to empower her fight for dominance 
  over her foes. Great power demands greater 
  sacrifice. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast.  
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild. 
  
   
   
   
   
   
   
   
  Cleric Level 
  Spells 
  1st 
  False Life, Hellish Rebuke 
  3rd 
  Scorching Ray, Flock of Familiars 
  5th 
  Summon Lesser Demons, Spirit 
  Shroud 
  7th 
  Summon Greater Demon, Fire 
  Shield 
  9th 
  Tasha’s Otherworldly Guise, 
  Infernal Calling 
   
   
  When you choose this domain at the 1st level, 
  you get proficiency in heavy armor and 
  deception. 
   
  Also Starting at the 1st level, whenever you are 
  subject to an attack or effect that would break 
  your concentration, you can automatically 
  succeed in maintaining concentration by taking 
  1d4 damage per spell level. This damage can’t 
  be prevented in any way, nor can it be healed 
  until after your concentration finally breaks.  
   
  Starting at the 2nd level, your turn ability turns 
  celestials and clerics of a deity of the upper 
  planes, provided they don’t have legendary or 
  lair actions.  
   
   
   
   
   
   
   
   
  Starting at the 2nd level, you can beseech the 
  maledict nature of your deity … at a price. 
  Choose one Infernal Boon from the list as your 
  channel divinity. You learn the secret of this 
  boon from your infernal master and may use it 
  as a channel divinity. You learn 2 additional 
  boons at the 6th and 8th levels. Any time that you 
  add new boons, you can also change out any 
  existing boons. Boons remain active until 
  dismissed or until the end of a long or short 
  rest, but must be active for a minimum of 5 
  minutes. 
  Boon of the Greater Blood Pact: You may cast 
  any spell to summon a fiend that you know and 
  have spell slots high enough to cast without 
  using a spell slot. Cost: you take 1d6 damage 
  that cannot be prevented in any way for each 
  level of spell you cast this way. You maximum 
  HP is lowered by the same amount while this 
  boon is active. 
  Boon of the Brute: You transform into a 
  fiendish juggernaut. Your size becomes large, 
  your strength and constitution scores become 
  16 + 1 for every cleric level you have beyond six 
  to a maximum of 26, and you make strength 
  and constitution saves and checks with 
  advantage. Your fists become strength-based 
   
   
   
  Among the faithful, there have always been those who 
  worship power above all, seeing it as the only means for 
  change and order in the world … and who have been 
  willing to pay any price to get it. 
   
  Clerics of the Abyssal Domain choose the path of 
  devotion to a dark deity of the lower plains, pledging their 
  allegiance to the promise of power, no matter how steep 
  the sacrifice they are asked to give. 
  1 
  
   
  weapons with reach that deal 1d8 Bludgeoning 
  plus 1d8 necrotic damage for every 6 Cleric 
  levels you have, rounded down. You score a 
  critical hit on a 19 or 20, and regain HP equal to 
  the necrotic damage you inflict, rounded up. 
  Cost: Your Wisdom, Intelligence, and Charisma 
  scores are reduced to 6, and you lose all 
  spellcasting abilities and Cleric traits and 
  abilities for the duration. 
  Boon of Spite: When you are hit by an attack or 
  spell that does damage, you use your reaction 
  to instantly kill the attacking creature as long as 
  it has 5x your Cleric level HP or less. If they 
  have more HP than this, than nothing happens. 
  Every time you use this ability while the boon 
  is active, the HP that you can kill goes down by 
  10. Cost: You take the greatest possible damage 
  from the attack, which cannot be lessened in 
  any way. 
  Boon of True Invisibility: You become 
  completely impossible to sense by anything 
  except by true sight. You cannot be heard, 
  smelled, sensed by echolocation, tremor sense 
  of blind sight. You cannot be felt, except that 
  people can perceive the general direction of 
  attacks or spells you use against them, or if you 
  push or grapple them. Your location cannot be 
  discerned or discovered magically, and you 
  can’t be connected to telepathically. Cost: While 
  you are thus invisible, you are completely silent 
  and incapable of speech, and thus can’t produce 
  the verbal components of spells. Further, no 
  one can remember you, not even your allies, 
  and they will be incapable of acting upon plans 
  you agreed to, etc. Any mention of you in 
  writing in magically erased for the duration. If 
  you die while invisible, it is as if you never 
  existed. 
  Boon of Casting Down the Mighty: When a 
  creature fails a saving throw for a spell you 
  cast, you may hurl them screaming through the 
  abyss or nine hells. The creature disappears, 
  reappearing in the same spot at the end of your 
  next turn, though it feels like many hours for 
  them. Unless they are a fiend, they take 1d6x 
  your Cleric level psychic damage and suffer the 
  frightened condition. You cannot repeat this 
  ability on the same creature. Cost: The 
  experience plants an incurable hatred in the 
  victim. They must use there turn for the next 
  minute to attack or otherwise harm you to the 
  best of their abilities, and remain hostile 
  towards you and wish to do everything in their 
  power to make you suffer indefinitely. As such, 
  they’re immune to being charmed by you.   
  Boon of Sedaklah: You can use a bonus action 
  to bring a creature that dies within 90 feet of 
  you back to life as a spore servant under your 
  control for the duration of the boon. Once the 
  boon is over, they collapse and return to death. 
  Cost: You become vulnerable to all damage 
  except necrotic, psychic, and acid damage. 
  Boon of the Labyrinth: Choose a direction 
  every turn. Target creatures within 90 feet of 
  you can only move in that direction on its turn 
  if it chooses to move. Cost: If you move 
  voluntarily on your turn while this is active, 
  you take 4d10 necrotic damage. 
  Boon of the Unholy Puppet: If you die while 
  this boon is active, you explode in a wash of 
  negative energy. Every creature with 15 feet 
  must make a dexterity save against your spell 
  DC, taking 1d6x  half your Cleric level necrotic 
  damage on a failed save and half as much on a 
  successful one. In 1d6 turns you reform and 
  reanimate with HP equal to the total damage 
  that you dealt in this way, up to your maximum 
  2 
  
   
  HP. Cost: every time you die, you lose one 
  point of your Constitution score permanently. 
  This can only be restored by a wish, greater 
  restoration upcast to 8th level, or similarly 
  powerful restorative magic, one point at a time.  
  Boon of the Irresistible: Once per turn, you can 
  choose to cause a creature within 90 feet to fail 
  a saving throw. Cost: you automatically fail all 
  saving throws while this boon is active.  
  Boon of the Silver Tongue: Your charisma 
  modifier is raised to 24, you are proficient in all 
  Charisma skills, and you take on the 
  appearance of whatever each person in your 
  presence finds most beautiful in their eyes. 
  Hostile creatures become indifferent to you 
  until you do something that convinces them 
  otherwise. You can use a bonus action to make 
  a persuasion check against the wisdom save of 
  one person you are speaking, charming them 
  for the duration of the boon unless you or your 
  allies harm them. As a bonus action, you can 
  also cause a creature you have charmed to 
  forget the last thing you said once they are no 
  longer charmed. Cost: For the duration, you are 
  incapable of taking actions to defend yourself, 
  and your spell DC is 8. 
  Boon of the All Hearing: While the boon is 
  active, you hear any time any creature talks 
  about you anywhere in existence. Cost: There is 
  a 33% chance that what you hear is not true (1 
  or 2 on a d6 rolled secretly by the DM) – either 
  never having been said, or being a corruption of 
  what is actually said. You have know way of 
  knowing if it is a lie or not.  
   
  Beginning at the 6th level, you can cast false life 
  on yourself at will at the cost of gaining one 
  level of exhaustion. You may also use an 
  additional channel divinity at the cost of two 
  levels of exhaustion. This second ability can 
  only be used once per long rest. 
    
  At 8th level, you gain the ability to infuse your 
  weapon strikes with negative 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 necrotic damage to the target. 
  When you reach 14th level, the extra damage 
  increases to 2d8.  
   
  At 17th level, you have suffered so greatly and 
  been so loyal to the cause of power that your 
  deity grants you a reprieve. You may use your 
  channel divinity to grant yourself an infernal 
  boon without having to pay the cost. You may 
  use this ability once per long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
    
  3 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/Abyssal Domain.pdf