Cleric
Base Class: Cleric

A cleric of the Plague Domain typically does not call any one location or church home. They instead travel the lands following the trails of disease and famine. They are often seen as nomadic healers, or travelling protectors. They show up in times of great need and distress to ply their trade with little regard for their own safety, their deities protecting them from the worst of harmful toxins and blights. A Plague Domain cleric is highly skilled in both the arts of poison and healing, they delve deep into dangerous magics to better understand how best to combat their ever-mutating quarry. Such research and knowledge does not come without great risk to their own well-being. Powerful plague clerics are among some of the most pious and zealous of their kind, as they rely heavily on their faith to protect them from harm at the frontlines of the most terrifying battles.

Plague Domain Spells

1st

Detect Poison and Disease, Ray of Sickness

3rd

Blindness/Deafness, Protection from Poison

5th

Fear, Life Transference

7th

Blight, Sickening Radiance

9th

Contagion

11th

Regenerate

Bonus Proficiency

When you choose this domain at 1st Level, you gain proficiency with Alchemist's Supplies.

Controlled Exposure

Also starting at 1st level, you have experimented and exposed yourself to many varieties of poison. You have resistance to poison damage and gain a bonus to your total HP equal to your Cleric Level.

Channel Divinity: Infect

Starting at 2nd Level, you can use your Channel Divinity to spread an infection to nearby creatures that either helps or hinders them as you so choose.

As an action, you present your Holy Symbol and evoke an infectious bacteria that spreads among up to 5 creatures you can see within 30 feet. Each creature may choose whether they accept or resist the infection, a creature choosing to resist makes a Constitution saving throw against your spell save DC.

For each creature infected, you may choose whether they gain a +2 bonus to Dexterity, Strength, and Constitution saving throws, or take 2d10 poison damage, and become vulnerable, allowing them to take critical damage on a roll of 19+. Either effect lasts for the next 1 minute (poison damage is only applied once). Constructs and creatures immune to disease are not affected.

Enhance Poison

Starting at 6th level, when you deal poison damage to a target during an attack, you may choose an additional effect to add:

  • Blinding - the afflicted creature is blinded, they may attempt a Constitution saving throw versus your spell save DC at the end of each of their turns, ending this on a success
  • Enfeebling - the afflicted creature may not add their Dexterity or Strength modifiers to any damage they inflict, they may attempt a Constitution saving throw versus your spell save DC at the end of each of their turns, ending this on a success
  • Paralytic - the afflicted creature must make a Constitution saving throw versus your spell save DC or they are paralyzed until the start of your next turn
  • Distilled - the poison’s effect is amplified, deal 2d10 poison damage to the target in addition to any other effects

A single creature may only be subject to one of these effects at a time, after succeeding on a save against this feature, they are immune to it for the next 8 hours. You may use this ability a number of times equal to your Wisdom modifier. You regain all uses of this ability on a long rest.

Channel Divinity: Infect does not trigger this ability as it is not an attack.

Toxicity

At 8th level, you gain the ability to infuse your weapon strikes with powerful venom. Once on each of your turns when you hit a creature with a melee weapon attack, you may deal an extra 1d10 poison damage to the target.

Balance the Scales

Starting at 17th level, you have become exceedingly adept at your manipulation of infection and disease. You are immune to disease and poison. Furthermore, your Channel Divinity: Infect may now target up to 10 creatures. As an Action on each of your turns, you may cause a number of infected creatures up to your Wisdom modifier in number, to either gain or lose 2d6 hit points, choosing separately for each affected target.

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