Cleric
Base Class: Cleric

Gods of the Venom Domain are sinister, conniving, and often dark in their plots and ambitions.  Often they take the form of animals known for their venomous qualities, such as spiders, snakes, and scorpions.  Arachne, Chelamma, Dendar and Sseth are all examples of Venom Domain deities.  In most pantheons these gods are tricksters bent on propagating chaos among their divine brethren; or they may be evildoers, who use their cowardly tools to subdue the righteous and the brave.  In either case, their devout followers are encouraged to act with caution and calculated cruelty when dealing poisons out to their victims.

Venom Domain Spells

CLERIC LEVEL SPELLS

1st

detect poison and disease, ray of sickness

3rd

protection from poison, ray of enfeeblement

5th

fear, stinking cloud

7th

blight, giant insect

9th

cloudkill, insect plague

Dark Artistry

At 1st level you become proficient in the Deception and Stealth skills, if you are not already proficient in those skills.

Practiced Poisoner

At 1st level you have proficiency with Poisoner's Kits.  Whenever you make a roll to attempt to craft a poison, you may add your Wisdom modifier to that roll.  You also learn the poison spray cantrip, if you don't know it already.

Channel Divinity: Pulsing Toxin

Starting at 2nd level, you can use your Channel Divinity to send powerful toxins coursing through an enemy's body.  Whenever you deal poison damage to a creature, you may use this feature to force them to make a Constitution saving throw against your Cleric spell save DC.  On a failure, the creature is poisoned for one minute.  If you deal poison damage to multiple creatures at once, this feature can affect a number of creatures equal to your Wisdom modifier (minimum one).

Debilitating Poison

At 6th level, the toxins you employ against your foes become more potent than ever.  Poison damage dealt by your spells and class features ignores an enemy's resistance to poison damage, and deals half damage to enemies with immunity to poison damage.  In addition, when one of your abilities or spells gives a creature the poisoned condition, they suffer the following effects on top of the normal poisoned condition:

  • Their movement speed is reduced by half
  • They can no longer take reactions
  • At the start of each of their turns while poisoned, they take 2d6 poison damage

Divine Strike

Starting at 8th level, you are able to infuse your weapons with the divine venom of your deity.  Once per turn when you strike an enemy with a weapon attack you can cause the strike to deal an additional 1d8 poison damage.  When you reach 14th level, the extra damage increases to 2d8.

Toxic Soul

At 17th level your body and soul have both incorporated your deity's toxins, granting you immunity to poison damage and the poisoned condition.  In addition, creatures have disadvantage on Constitution saving throws against the effects of your spells and abilities that deal poison damage or inflict the poisoned condition.  This extends to saving throws against the effects of poisons that you craft.

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