Base Class: Cleric
"Do you recall the moment when you were able to breathe freely for the first time? For me… that very moment is now."
-Faust, Miasma domain cleric turned Litch.
You serve no singular god, but rather a pantheon of lesser deities—patrons of healing, medicine, and sleep. Your divine power takes the form of inhalants, gas clouds, and mystical vapors. You are a spiritual apothecary whose treatments border the line between salvation, sedation, and poison.
Please disregard all placeholder abilities; they're only included for posting purposes.
Also, this subclass applies quite a few unique effects, just so you know.
Level 3
(If you want, you can acquire these abilities at level 1 instead.)
Domain Spell list:
| Spell Level | Spells |
|---|---|
| 1st | Fog Cloud, Sleep, Detect Poison and Disease, Cure Wounds |
| 2nd | Ray of Enfeeblement, Calm Emotions, Invisibility, Aid, Hold Person |
| 3rd | Stinking Cloud, Bestow Curse, Mass Healing Word, Counterspell |
| 4th | Phantasmal Killer, Greater Invisibility, Freedom of Movement |
| 5th | Cloudkill, Dream, Greater Restoration, Wall of Force |
| Level | Spell | OPTIONAL SPELL LIST |
|---|---|---|
| 1st | Grease, Ray of Sickness | |
| 2nd | Misty Step | I can't edit tables, so I'm stuck with this extra column |
| 3rd | Gaseous Form, Aura of Vitality | Hey! The column was useful! |
| 4th | Blight | |
| 5th | Contagion | 6th level: Eyebite |
Easygoing Breather: You gain immunity to the Poisoned condition, and you gain advantage against saving throws caused by inhaling gas.
At level 7, you are instead immune to gas-based effects, and you also gain immunity to the Frightened condition.
At level 12, this ability extends to allies within 20 feet of you.
At level 15, this ability extends to allies within 40 feet of you instead.
Gas-Based Effects: For the purposes of your abilities, "gas-based effects" include any effect that requires inhalation to trigger, such as Cloudkill, Stinking Cloud, inhaled poisons, or similar effects as determined by the DM.
Shallow Exhale: You gain the ability to exhale a 20 ft x 20 ft sphere of gas as an action that applies an effect once. You can use this ability 3 times per short rest. Your choices at level 3 are:
[Nebulizer Alpha]; all allies (other than yourself) within range heal (2d6 + your medicine modifier) health, dying creatures in range are stabilized regardless of friend or foe.
[Nebulizer Beta]; all allies within range gain 1 Focus*, focus gained this way decays 1 round later.
At level 7, Nebulizer Alpha's healing is increased to 2d8, and Nebulizer Beta gives 2 focus instead of 1.
At level 12, the range of this ability is increased to 40 ft x 40 ft, and Nebulizer Alpha heals 3d8 Health instead, and you can use this ability 2 more times per short rest.
At level 15, Nebulizer Beta's focus decays 2 rounds later instead of 1, and you can use this ability 2 more times per short rest once again.
At level 18, Nebulizer Beta gives 3 Focus, and Focus gained through Nebulizer Beta has its effect cap increased to 10.
*Focus: You or an ally can have any number of Focus stacks, but only the first five affect your critical hit range, extending it by 1 per stack. 1 stack is 19-20, 2 is 18-20, and so on.
Focus decreases by 1 at the end of the round, and you lose 5 stacks of focus when landing a crit naturally (any effect that forces a crit does not consume focus).
Focus is also affected by Extended Crit range features from subclasses like Champion Fighter.
Level 7
Go without breath: When holding your breath, the amount of time you can hold it increases by 5 Minutes.
At level 12, when suffocating, instead of dropping to 0 Health, you can make a constitution saving throw to get an extra minute of breath. When being choked, the DC is the choker's strength score, and when drowning, the DC is (# of feet below the surface of the water/10). You drop to 0 Health as normal if you fail the saving throw.
At level 15, when suffocating instead of dropping to 0 Health after failing the constitution saving throw, you instead take 1d6 suffocation damage at the start of each creature's turn.
At level 18, you no longer need to breathe. Instead, gain -1 to all rolls while “suffocating.”
Deep Inhale: You gain access to more Shallow Exhale effects:
[Nerve Rot]; All creatures you choose within range must make a Constitution saving throw against your spell save DC or take 1d8 necrotic damage and gain 2 stacks of System Shock*.
[Decay]; You target non-magical objects in the area. Each gains 1 stack of Decay at the start of your turn for 2 rounds. At 4 stacks, the object is destroyed. Armor and weapons gain a -1 for each stack of Decay. Living matter is not affected.
At level 12, Nerve Rot deals 2d8 damage instead, and inflicts 3 System shock instead of 2.
At level 15, Decay now inflicts 2 stacks of Decay instead of 1.
At level 18, Nerve Rot deals 3d10 damage and inflicts 4 System shock instead. You also gain 1 more use of Shallow Exhale.
*System Shock:
Each stack imposes a -1 penalty on a creature’s attack rolls and damage rolls.
System Shock is reduced by 1 after each attack the affected creature makes.
Level 12
Regenerative Sleep: Whenever you or any allies within 40 feet of you recover from Sleep, they heal 20% of their max health.
At level 15, the range is increased to 80 feet.
At level 18, healing is increased to 30%.
Suspirium: Another option for Shallow Exhale:
[Breathless]; All creatures you choose within range must make a constitution saving throw (your spell save DC - 4) or gain 1 level of exhaustion. This cannot bring a creature's exhaustion level above 2.
At level 15, the range of Shallow Exhale is increased to 60 x 60.
At level 18, Breathless can now increase a creature's exhaustion level to 5 instead of 2. You also gain 2 more uses of Shallow Exhale.
Bodybag of the Bygone days: You can use Rivivify for free once per day.
At level 15, you can use Rivivify for free twice per day.
At level 18, you gain 1 free use of resurrection every 3 days.
Level 15
The Dream ending: Yippee, another Shallow Exhale option.
[Cradle]; All creatures you choose within range must make a wisdom saving throw against your spell save DC or fall asleep for 1d4 rounds. You can also target allies to trigger Regenerative sleep. Allies wake up at the start of their turn, and each ally can only be affected by this once per day.
At level 18, enemies fall asleep for 1d6 rounds instead of 1d4.
Level 18
Thoracalgia:
"Take a deep breath... For it will be your last."
As an action, release a 100 x 100 ft sphere of gas:
-
Allies fall asleep until the end of your turn and awaken with 5 Focus, as well as healing from Regenerative Sleep.
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Enemies must make 6 Constitution saving throws. Failing each applies:
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8 System Shock + 3d10 necrotic damage
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2 Levels of Exhaustion (max 5) + 2d8 cold damage
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Paralyzed (1d4 rounds) + 1d8 bludgeoning damage
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Stunned (1d6 rounds) after paralysis + 1d8 piercing damage
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Halved speed (2d4 rounds) after stun + 1d8 acid damage
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Blinded and deafened (2d4 rounds) + 1d8 radiant damage
This can only be used once per day.
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