Cleric
Base Class: Cleric

The Plague Domain draws faith from the vile and wretched power of disease. Plagues of have a dark magic to them, corrupting the land and its people, the power of them cannot be underestimated. Though some Plague Clerics may be good hearted, seeking to end plagues. Most are vile, evil individuals that spread disease leaving a wake of destruction wherever they go. Demon cultist that worship Orcus the Prince of Undeath or perhaps Wererat clerics that live beneath a plague infested city.

Plague Clerics are resistant or fully immune to poison and disease, powerful and evil Plagued Cleric likely still carry the deadly sickness they spread but are somehow not killed by it. Clerics of this domain seek to weaken their targets by infecting them, dealing damage over time or making them less effective in battle.

Plauge Domain Spells

  • 1st Level. Command, Inflict Wounds
  • 3rd. Blindness/Deafness, Spiritual Weapon
  • 5th. Animate Dead, Cloudkill
  • 7th. Death Ward, Guardian of Faith
  • 9th. Contagion, Insect Plague

Plague Ridden

Starting at 1st level, you are attuned to the sickly nature of your domain. You are resistant to Poison damage and have Advantage on all saving throws against being Poisoned. Whenever you attack a creature that suffers from the Poisoned condition you deal an additional 1d6 Poison damage to them.

Channel Divinity: Outbreak

Starting at 2nd level, you can use your channel divinity to spread disease around you. 

All creatures within 30 feet of you must make a Constitution saving throw or be Poisoned. A poisoned creature may repeat the save at the end of each of their turns.

Master of Illness

Starting at 6th level you mastery of your poisoning plague allows it to affect those it otherwise wouldn't. Immunity to Poison becomes resistance and resistance becomes regular damage. 

When you force a creature to make a saving throw against being poisoned, you may give them disadvantage on their saving throw. You can use this feature twice before needing a long rest to regain uses.

Horrid Beacon

Starting at 8th level, your body becomes so attuned to disease that you are immune to their effects and can even store them inside of you to spread.

You are immune to Poison damage and the Poisoned condition. You are immune to the harmful effects of all diseases but can still carry them and infect others with them. Whenever a creature hits you with a melee attack, they must succeed a Constitution Saving Throw against your Spell Save DC or become poisoned until the end of their next turn. If a creature has multiple attacks and succeeds the saving throw for their first attack, they do not make saves for any further attacks against you in that same turn. 

Terrifying Pestilence

Starting at 17th level, you're a master over all forms of disease. Spreading it by your very presence and spreading terror with it.

Any creature of your choice that starts their turn within 5ft of you must make a Constitution saving throw or be Poisoned until the end of their next turn. As well if a creature suffering from your Poison dies their corpse explodes in a cloud, all creatures within 5ft the body of your choice must make a Constitution saving throw against your Spell Save DC or take 1d6 Poison and become Poisoned.

For each turn a creature suffers from the same source of Poison you caused, the effects worsen with the new condition as shown below. Each effect takes place the start of their next turn after falling the save to end the Poison condition.

  • Turn 2. Their movement speed is reduced by -10 feet.
  • Turn 3. They become Frightened of you, the Frighten condition ends when they pass the save for their Poison.
  • Turn 4.  They take an 2d10 Poison damage. Taking the same damage at the start of all future turns they remained Poisoned for.

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