Base Class: Cleric
Talona is revered as mother of all diseases. Yurtrus is feared as spreader of diseases and death. Kiaransalee is the goddess of the undead. These three represent the domain of corruption revered by clerics of corruption. However, unlike other clerics, corruption domain clerics do not worship these three gods, but instead try to imitate them both in life and in death.
Three gods revered by these clerics do not willingly share their divine power, but instead their power gets captured through imitation and various magical rituals. Clerics of corruption draw in divine power into themselves even if their moral code does not align with that of any of those three deities as long as the cleric in question create and spread diseases, death and undeath. Corruption of life, of allies, of enemies, or even of the world itself is the sole code of corruption domain clerics.
Most powerful and influential corruption domain clerics may qualify to become an Exarch of any of those three gods, or may even compete and fight over god's domain.
Domain Diseases
Your other features grant you access to these diseases:
- Blue Boils - affected living creature affected by this disease gain 1 level of exhaustion and they can not longer remove exhaustion by resting;
- Artificial Flu - affected humanoid creature becomes frightened of all other humanoid creatures;
- Blinding Fewer - affected living creature get their vision range reduced by 50%;
- Rainbow Plague - affected humanoid becomes confused and can no longer identify its enemies;
- Black Fungi - affected construct/undead becomes charmed by you;
- White Toxin - affected creature becomes poisoned and have their dexterity reduced by 2;
- Launching Cough - affected creature gains disadvantage of Dexterity (stealth) checks and they can no longer concentrate on spells;
- Nightmarish Shivers - affected living creature can no longer wield weapons and drop any weapon they may have been wielding;
- Kiaransalee's Kiss - affected living creature become an undead;
- Berserker's Plague - affected creature will have their Wisdom, Intelligence and Charisma reduced by half (rounded down), but will have their Strength doubled;
- Phantom's Plague - affected creature will have their Wisdom, Intelligence and Charisma reduced by half (rounded down), but will have their Dexterity doubled;
- Blood Spikes - affected living creature take 1d4 piercing damage whenever they issue an attack action;
- Ear Worms - affected living creature become deafened;
- Novel Cure - affected living creature becomes poisoned and have their Intellect reduced by 4;
- Talona's Compulsion - affected living creature becomes petrified whenever they get reduced to 1 hit point or lower;
- Pink Pox - affected undead becomes a living humanoid creature of appropriate race;
- Crawlers Crook - affected living creature becomes prone and will be able end prone condition;
- Un-naked Panic - affected living creature will become unable to wear armor and will spend its action(s) to remove any armor they may have been wearing;
- Mime's Delusion - affected creature becomes stunned for 1 round whenever they move 10 feet or more during their turn;
- Yurtrus' Whites - affected creature becomes silenced and unable to cast spells, but their melee attacks gain advantage.
Whenever you inflict one of these diseases, then roll 1d6 to determine for how many turns this disease will last on the affected creature. When inflicted outside of combat, then inflicted disease will last for minutes instead of turns.
These diseases can not spread or transfer from one creature to another all by themselves, because they are magical in nature and only affect designated creatures.
Bishop of Diseases
At 1st level, whenever you reduce a creature to 0 hit points with a melee attack or score a critical hits with a melee attack, then you can roll 1d20 for your Domain Diseases and inflict any creature within 5 feet of you with that diseases.
During a short or long rest you can also manifest one of you Domain Diseases on one of your melee weapons. Your next melee attack with affected weapon will inflict the chosen disease onto your target. Using this feature again will cleanse the previous disease applied to one of your weapons.
Channel Divinity: Corrupting Kiss
Starting at 2nd level, you can use your Channel Divinity to take over a creature infected by on your Domain Diseases.
As an action you can target one diseased target to cause them to make an Intellect or Charisma saving through against your spell save DC. On a failed save, your target becomes charmed by you for 1d6 hours.
If your target was an undead, then on the failed save they will be charmed by you for 3d6 hours.
Mystical Plague Doctor
From 6th level, your control over diseases become even more potent.
Whenever you make a melee attack as part of your action, then as a bonus actions you can roll 1d20 for your Domain Diseases and inflict target of your attack with that disease.
As a bonus action you can touch one willing creature and end one disease on them. Moreover, instead of curing the disease, you can transfer that disease onto yourself if you wish so.
Corrupting Death
At 8th level you learn how to turn the dead into carriers of your diseases.
As an action you can expend one 3rd level spell slot to touch one beast or humanoid corpse and raise them as a Zombie (as if raised with Animate Dead spell). When you raise this Zombie, then roll 1d20 for your Domain Diseases and this Zombie will inflict that disease with its attacks.
You can use this feature with a higher tier spell slot. With any level above 3rd, you roll for an additional disease from your Domain Diseases table.
You can use this feature up to times equal to your proficiency bonus. Regain all expended uses on a long rest.
Supreme Corruption
At 17th level any disease you inflict becomes even more potent and devastating. Your diseases gain these empowerments:
- Any disease your inflict now will lasts for 1d6 days;
- Whenever a diseased creature gets reduced to 0 hit points, then you can outright kill them;
- Inflicting a disease on an enemy will cause them to take 1d10 poison damage and 1d6 necrotic damage;
- As a bonus action you can spread one of your diseases from a creature within 90 feet of you onto one additional enemy within 10 feet of the diseased enemy. The diseases you chose to spread will last for the same duration as on its original target.

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