Cleric
Base Class: Cleric

The Malice Domain is concerned with evil and  destruction. Clerics of the Malice Domain see  malevolence as sacrosanct, and they feel that gods of evil need to win the Ontological War (the Ontological War, or the Godswar, is explained in the World of Farland Game Masters Handbook).  

Gods of the Malice Domain include Grlarshh and  Salystra, although worshippers of powerful archfiends are also often granted the Malice Domain. Malice clerics have a special affinity for poison,  because they appreciate its ability to kill subtly.

Credit: Farlandworld.com

Bonus Proficiency

When you choose this domain at first level, you gain proficiency with poisoner’s kits.

Disciple of Destruction

Also at first level, when you witness a creature drop to 0 hit points, you gain advantage on the next saving throw you make before you complete a long rest.

Channel Divinity: Poisonous Touch

Starting at 2nd level, you can use Channel Divinity to poison with a touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra poison damage to the target equal to 5 + twice your cleric level.

Deadlier Poison

Starting at 6th level, your ability to poison becomes more powerful. Whenever you deal poison damage to a target, the target also gains the poisoned condition until the end of its next turn.

Appetite for Annihilation

At 8th level, you gain the ability to wreak havoc with melee and ranged attacks. If in the last 5 minutes you have witnessed a creature drop to 0 hit points, you can as a free action when you hit with a melee or ranged attack choose to turn that hit into a critical hit. If the critical hit drops the target to 0 hit points, you regain the use of this power. Otherwise, you recover this power after a short or long rest.

Curse of Malice

Starting at 17th level, when you damage a target with a spell of 1st through 5th level, the target is also affected as if you had cast bestow curse upon it using a 3rd ­level spell slot. You can use Curse of Malice a number of times equal to your wisdom modifier.  You regain expanded uses when you complete a long rest.

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