Cleric
Base Class: Cleric

The Plague domain focuses on the dark, necrotic energy of sickness and disease. The gods of this domain promote healing the sick and dying by twisting and corrupting the sickness inside something. The common deity for this domain is Talona the Lady of Poison. Clerics who go down this path like to label themselves as Plaguebearers, and they each hold something in common. These clerics all tend to wear the same piece of headgear, a mask fashioned into a bird-like visage that ends in a pointed beak, similar to what the Plague Doctors of old would wear.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and with Alchemist's Supplies.

Plaguebearer

Also starting at 1st level, your dabbling in the necrotic energy surrounding plagues has made you better at curing sickness. Whenever you use a spell of 1st level or higher to cure a creature of the Poisoned, and Petrified conditions. The creature gains immunity to being affected by that condition again until dawn.

Channel Divinity: Pestilence

Starting at 2nd level, you can use your Channel Divinity to expel a cloud of noxious fumes.

As an action, you present your holy symbol and evoke the toxic energy of pestilence. Choose any creatures within 30 feet of you, and your cloud of pestilence flies towards them and enters through every one of their orifices. If the creature fails a Constitution Saving Throw of your Spell DC, this feature deals 1d4 of poison damage at the start of the creature's next turn and builds up every turn after that. It lasts for 1 minute and deals an additional 1d4 at every one of the creature's turns. The creature can choose to re-roll the saving throw at the end of each of its turns.

You can’t use this feature on constructs.

Diseased Healer

Beginning at 6th level, the healing spells you cast on others cause creatures around them to feel sick. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, any creature within 15 feet of the target is dealt 1d4 of poison damage and must make a Constitution Saving Throw of your proficiency bonus + your spellcasting modifier and on a fail become poisoned for 1 minute.

Plague Weapon

At 8th level, you gain the ability to infuse your weapon strikes with poisonous, necrotic energy. 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.

Immense Sickness

Starting at 17th level, you can expel out a cloud of disease of apocalyptic proportions in a 50 foot radius around you. Any creature that starts its turn or enters the radius for the first time is dealt 8d10 of poison damage and poisoned for 1 minute on a failed Constitution Saving Throw of your Spell DC, or half as much damage on a success. The cloud moves with you as it is constantly billowing out of your body around you.

While the cloud is active, all attacks have disadvantage when trying to hit you. The cloud lasts for 1 minute, or until you dismiss it as an Action or you lose concentration on the cloud.

You can use this feature once per day.

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