Base Class: Cleric
Since the beginning of time, poisons have changed the course of history on countless occasions. Seemingly innocuous mushrooms killed mighty warriors in a single bite. Terrorists used simple, plant-derived extracts to poison a well and decimate an entire city. Assassins wielded specialized poisons as a political tool, threatening or eliminating opponents to their employer's motives. Gods of poison, such as Apophis, Serqet, and Akhlys, promote the attainment of goals at any and all costs. Clerics supporting these deities are generally neutral and can be good or evil, and they lead groups of adventurers solely to promote their own interests. They are tasked with wielding poisons in a multitude of different scenarios, like sparking civil unrest, withering the life force of monsters, and discreetly murdering political figures.
POISON DOMAIN SPELLS
|
Cleric Level |
Spells |
|
1st |
detect poison and disease, ray of sickness |
|
3rd |
bestow curse, protection from poison |
|
5th |
stinking cloud, vampiric touch |
|
7th |
blight, confusion |
|
9th |
cloudkill, contagion |
Bonus Cantrip
When you choose this domain at 1st level, you gain the poison spray cantrip.
Withering Vitriol
Also starting at 1st level, when a creature is Poisoned by you in some way, they take 1d4 poison damage at the beginning of each of their turns until they are no longer Poisoned. This increases to 1d8 at level 10 and 2d8 at level 17.
Channel Divinity: Exalt Toxicity
Starting at 2nd level, you can use your Channel Divinity to increase the toxic effect of an attack.
As part of a spell or weapon attack dealing poison damage, you can have the target(s) make a Constitution saving throw against your spell save DC. This throw happens after the attack has hit but before rolling damage. On a failure, they become Poisoned. Additionally, the damage dealt by the attack is maximized instead of rolling, and ignores resistances to poison damage.
At 10th level, the attack also ignores immunities to poison damage.
Vampiric Poison
Starting at 6th level, whenever a creature takes damage as a result of being Poisoned by you, you regain hit points equal to the amount of damage inflicted.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine 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 1d12 poison damage to the target. When you reach 14th level, the extra damage increases to 2d12.
Soul Venom
Beginning at 17th level, whenever you deal poison damage, you ignore all targets' resistances or immunities to poison damage or being Poisoned. You become immune to Poison damage and being Poisoned.
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