Cleric
Base Class: Cleric

Clerics of Plague Domain use illness to fight for the rights of their gods. Whether they see it as a gift or as the curse, those clerics have to learn to use the disease as a hammer against enemies. Whether they will accept this fate or try to fight with this, disease is their strongest weapon.

A lot of them are followers of Talona. Others don't know whence their stigma comes. One is sure. They must hide with their nature in most societies.

Domain Spells

Plague Domain Spells

Cleric Level

Spells

1st

Grease, Ray of Sickness

3rd

Hold Person, Ray of Enfeeblement

5th

Bestow Curse, Stinking Cloud

7th

Blight, Sickening Radiance

9th

Cloudkill, Contagion

Bonus Proficiency

Starting at 1st level, you gain proficiency with the Medicine skill and one of the following artisan's tools of your choice: Alchemists' Supplies or a Poisoner's Kit.
Additonally, your Persuasion and Performance checks are made with disadvantage if the target can see or smell you.

Chosen by Plague

At 1st level, your body become host of unknown plague that you can transmit to others using different features.
You gain immunity to diseases, resistance to poison damage and you learn poison spray cantrip. Wisdom is your spellcasting ability for this cantrip.

Touch of the Plague

At 1st level, your plague inflicts you with terrible rash and acne. You must cover yourself in clothes and protective gear to not spread it to others. If someone were to touch your bare skin the plague may affect them in some way (i DM decision). To safely interact with enviroment your body must be covered by thick layer of cloth or other material. You can designate a pair of sturdy gloves as your holy symbol if you engrave a holy rune on them, by doing it gloves gain resistance to wear and you can channel your magic through them and interact with others safely. Additionally you can spread toxic effect of your plague when attacking. When you hit a creature you can chose for creature to suffer 1d4 additional poison damage, that damage increase by 1d4 at level 6, 11 and 16. Alternatively if an ally in 5 ft from you suffers poison damage you can expend your reaction and one use of this feature to take this damage instead of them. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity - Spreading Plague

Starting at 2nd level, you can use your Channel Divinity to spread your plague to other people in more controled fasion. As an action, you can present your holy symbol and touch one creature within 5 ft. of you. This creature can’t make oportunity attack against you to the begining of your next turn. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 + your cleric level of poison damage and is considered incapacitated until the end of your next turn. On a successful save, a target takes half as much damage and is not incapacitated. 

Channel Divinity - Morbid Angel

Starting at 6th level, you can use your Channel Divinity to force a target to succumb to illness. Whenever you use your action to cast a cleric spell that affects at least one target, you can spend a use of your Channel Divinity to force one target that is influenced by your magic to make a Constitution saving throw. On a failed save, the target shows signs of being afflicted with a plague like you for a number of rounds equal to your Wisdom modifier (minimum of 1). While afflicted, the target is poisoned as well as affected by one of the following conditions of your choice: Frightened, Deafened, Blinded, or knocked Prone. A target can repeat the saving throw at the end of their turn to end this effect early.

Avatar of Plague

At 8th level, you gain following features:
- Immunity to poison damage and poisoned condition.
- Whenever you deal poison damage using one of your features you can choose to deal necrotic or acid damage instead.
- Whenever you are hit with poison damage, you gain temporary Hit Points equal to half of the damage you would have taken.
- You regain half (rounded down, minimum of 1) uses of your Touch of the Plague feature on short rest. 

Necrotic Plague

Beginning at 17th level, whenever you reduce a creature to 0 Hit Points with one of your Plague Domain features, a smaller version of your plague is manifested in the corpse and spread to nearby targets causing the body to cover in sores, welts, and boils that disgusts all those around it. Every target within 10 feet of the corpse must make a Constitution and Wisdom saving throw. On a failed Wisdom saving throw target becomes frightened until the begining of your next turn. On a failed Constitution saving throw target takes 2d8 poison damage and becomes poisoned until the begining of your next turn.

Plague Domain (Best) Image

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