Base Class: Cleric
Domain Spells
1st-level Poison Domain feature
You gain domain spells at the cleric levels listed in the Poison Domain Spells table. See the Divine Domain class feature for how domain spells work.
Poison Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
bane, detect poison and disease, poison spray, minor illusion |
|
3rd |
|
|
5th |
|
|
7th |
blight, confusion |
|
9th |
cloudkill, contagion |
Toxic Sovereign
1st-level Poison Domain feature
Potent Venom: Your poison damage ignores resistance and immunity, and you bypass immunity and advantage against to being poisoned. You can also change any damage type of your spells and magical effects to poison damage.
Lingering Toxin: Any creature that takes poison damage from you becomes poisoned. It must make a Constitution saving throw against your Spell Save DC at the end of each of its turns to end the effect.
Venomous Affinity: You gain proficiency with martial weapons and the Survival and Nature skills. You gain expertise in Stealth, all Charisma checks, and Poisoner’s Kit.
Nature’s Guide: You have advantage on Survival checks and any check involving Poisoner's Kit, as well as any Nature or Survival check related to poisons.
Internal Antitoxin: You are immune to poison damage and disease (this cannot be bypassed). You ignore all negative effects of being poisoned.
Reactive Healing: When you would take poison damage, you instead regain hit points equal to the damage dealt. If at maximum HP, you gain temporary hit points instead.
Reversed Toxicity: While you are poisoned, you gain advantage on all ability checks, attack rolls, saving throws and all negative effects are reversed into positive effects. If you are immune to being poisoned then this ability bypasses that immunity.
Predatory Presence: You have advantage on Charisma checks and attack rolls against poisoned creatures. Creatures poisoned by you have disadvantage on all saving throws.
Spellcasting Ability: You use Charisma as your spellcasting ability for Cleric spells.
Channel Divinity: Virulent Outbreak
2nd-level Poison Domain feature
As an action or bonus action, you present your holy symbol. For 1 minute, creatures that are not immune or resistant to poison gain vulnerability to your poison damage and have disadvantage on saves against being poisoned or taking poison damage.
Absolute Contagion
6th-level Poison Domain feature
Inescapable Miasma: Your Channel Divinity now affects creatures even if they are normally resistant or immune to poison damage or being poisoned.
Debilitating Toxin: While your Channel Divinity is active, when you poison a creature, you can choose for it to also be blinded, charmed, deafened, frightened, stunned, or fall asleep (unconscious). This effect lasts until the end of your next turn.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Vitreous Ichors: While you are poisoned, you gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1).
Divine Strike
8th-level Poison Domain feature
You gain the ability to infuse your weapon strikes with poison — a gift from your deity. 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
17th-level Poison Domain feature
Inevitable Infection: Creatures automatically fail saving throws against being poisoned by you.
Toxic Certainty: If a creature succeeds on a saving throw to take half poison damage from you, they instead take the full damage amount of halved damage they could take from the poison damage.
Paralytic Venom: When you use the Debilitating Toxin feature from Absolute Contagion, you may choose for the target to become paralyzed until the end of your next turn.
Previous Versions
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3/31/2026 11:06:08 AM
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