Base Class: Cleric
Scorpions, snakes, and even spiders. Some of the most dangerous creatures are either poisonous or venomous. They may be small, but even a drop of their special weapon could end many. You have undertaken the teachings and learned a great many things of these creatures and their weapon of choice, and you yourself have made it your own.
Domain Spells
Poison Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Ray of Sickness, Tasha's Caustic Brew |
|
3rd |
Melf's Acid Arrow, Protection from Poison |
|
5th |
Elemental Weapon, Stinking Cloud |
|
7th |
Giant Insect, Vitriolic Sphere |
|
9th |
Cloudkill, Contagion |
Poisonous Initiate
You have just begun your journey into the world of poisons.
Starting at 1st level, you gain proficiency in Survival, the Poisoner's Kit, and the Blowgun.
Additionally you can craft a vial of poison (basic) using 10g and a days worth of work.
Fortified Brew
Where normal poisons can be easy to resist, the kind you brew are much harder to resist.
Starting at 1st level, poisons that you create are much deadlier than that of the common spider. When a creature makes a saving throw against poisons that you have created, you can use your spell save DC as the save DC for the poison.
Channel Divinity: Disciple of Venom
Starting at 2nd level, you can use your Channel Divinity to cause an aura to burst forth from you. As an action, any creatures of your choice that you can see within 30ft must make a Constitution saving throw against your spell save DC. Any creature that fails is poisoned for 1 minute. Any creature that is poisoned in this way can continue to make the save at the end of their turn, ending the effect on a success.
Poisoned Blood
You have tested enough of your concoctions on yourself, that you have grown resistant to all toxins.
At 6th level, you gain resistance to poison damage and immunity to the poisoned condition. Also when you deal poison damage to a creature, the damage ignores resistance to poison.
Additionally, whenever a melee attack is made against you, you can use your reaction to cause the attacker to suffer the effects of your poisoned blood. The attacker must make a Constitution save versus your spell save DC. On a failure the target takes 1d6 poison damage and suffers the effects of the poison condition. The target can continue to make the save at the end of their turn, ending this effect on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses on a long rest.
Divine Strike
Your god has seen it fit to bless your attacks with the methods you so desire.
At 8th level, you gain the ability to infuse your weapon strikes with deadly toxins. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Toxins
You have become so devoted to your craft and discipline, that your knowledge of all toxins is unmatched.
Starting at 17th level, when you deal poison damage, it ignores immunity to poison and the poisoned condition.
Additionally, whenever you deal poison damage to a target with poison you have created, you deal an extra damage die associated with that poison
Previous Versions
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3/9/2022 5:05:56 AM
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3/9/2022 5:07:24 AM
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3/9/2022 5:27:37 AM
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5
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3/11/2022 11:28:10 PM
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8
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