Cleric
Base Class: Cleric

The Plague Domain brings forth magic of decay, sickness and hardship. Clerics who wield this power do so to test civilisation's ability to bend and adapt to sudden change or austerity, to overcome trials and tribulations that could break or utterly destroy them without unity and co-operation. Among their number are the Talontar, followers of Talona.

Gods of disease are sometimes no more than mad scientists, inflicting their creations upon the world at a whim to see what effect they will have for their own amusement. But others are also healers, working on peoples' collective immune systems, aiming to make them tougher and more resilient to evil and natural disasters in the long term. Many doctors and nurses, parents of sick children, researchers and civil servants worship such deities, praying to them to help lift the suffering from the sick and the hungry.

Level 3: Plague Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Plague Domain spell list, you thereafter always have the listed spells prepared.

Plague Domain Spells
Cleric Level Spells

3

Barkskin, Darkness, Purify Food & Drink, Ray of Sickness

5

Sleet Storm, Stinking Cloud

7

Aura of Purity, Blight

9

Cloudkill, Insect Plague

Level 3: Necrosis

Whenever you would deal Poison damage to a creature, you may choose to deal Necrotic damage instead. Additionally, creatures you deal Necrotic damage to cannot regain Hit Points until the end of your next turn.

Level 3: Ward of Clemency

As a Bonus Action, you may present your Holy Symbol and expend a use of your Channel Divinity to create an Emanation around you with a radius of 30ft that lasts for 1 minute. Whilst this Emanation is active, creatures of your choice within it are unaffacted by spells from the Plague Domain spell list, regardless of who casts them. Additionally, whenever you cast a spell with a spell slot that restores Hit Points to a creature, that spell automatically removes the Poisoned condition from that creature, as well as any diseases they are afflicted by.

Level 6: Trial or Tribulation

Your deity grants you the ability to test either the bodies or minds of your foes to their limits. You gain one of the following options of your choice. Whenever you finish a Long Rest, you may change to a different option.


Trial. Creatures suffer Disadvantage on Constitution saving throws against your spells and abilities.


Tribulation. Creatures suffer Disadvantage on Wisdom saving throws against your spells and abilities.

Level 17: Shelter from the End Times

All creatures of your choice that start at least one of their turns within your Ward of Clemency gain Immunity to both the Exhaustion and Frightened conditions, and can breathe normally and suffer no ill effects regardless of the quality of the air in their surroundings (this effect does not work if there is no air: for instance, if they are underwater or in a vacuum). These effects last for the duration of the Emanation and the next 8 hours after it ends.

Additionally, whilst within your Ward of Clemency, creatures of your choice gain resistance to the damage of spells and Advantage on saving throws against the effects of spells.

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