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 Cantrips

When you choose this domain at 1st level, you gain the Infestation and Spare the Dying cantrip if you don't already know them, also gain proficiency in constitution saving throws.

Plague Doctor's Mask

Also at 1st level, you have made a mask resembling a raven that you put herbs into to help you resist poisons and diseases. This mask counts as a holy symbol. While wearing the mask you gain advantage on all saving throws versus being poisoned, diseased, and poison damage. Starting at 6th level, while wearing the mask you become immune to being poisoned and diseased, and poison damage as the magic of your deity is now imbued into the herbs. If your mask is ever lost or destroyed, you may spend one hour and 25 gold to make a new one.

Channel Divinity: Passing/Cure

Starting at 2nd level, as an action, you present your holy symbol, and choose one of the following options.

  • A creature you touch must succeed on a Constitution saving throw versus your spell casting DC or take 3d10+your cleric level necrotic damage, or half as much on a successful one. If it is at 0 hit points it instantly dies. If a creature is reduced to 0 hit points by this ability, it instantly dies. If a creature dies to this ability it passes away painlessly and blissfully.
  • A creature you touch is cured of all poisons and diseases and regains hit points equal to three times your cleric level.

Antitoxins, poison healing

Beginning at 6th level, you gain the ability to summon a small amount of leeches (or frogs) that pool in your hand. You can make a ranged (15ft) attack action against an ally or enemy to throw the pests. On an enemy the leeches will latch and frogs poison, dealing 1d4+(Your proficiency bonus) damage for 1d4 rounds. On ally cast will heal in the same manner, 2 uses every long rest. you may at the end of a long rest create 2 Antitoxins. You may use your action to inject a creature with an Antitoxin. For the next 8 hours they benefit from your Plague Doctor's Mask trait. This antitoxin also cures the target creature of the most recent poison afflicting them, including the poisoned condition, at the end of every short and long rest.

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.

Plague Doctor Spells

You gain domain spells at the cleric levels listed in the Plague Doctor Domain Spells table. See the Divine Domain class feature for how domain spells work.

Plague Doctor Image

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