Base Class: Cleric
Diseases, crawling rot and insects are a powerful and uncontrollable force of nature. While, yes, certain gods are known to create and release deadly plagues to maintain balance or obedience, there are gods that directly serve these forces, called corruption by simplification.
They are natural occurrences, but so is death and people are still afraid of it. As such, deities of the corruption domain are prayed to in fear rather than adoration, farmers begging for their crops to not be touched and thrive, doctors begging for a season without plague, and even druids in terror of their blooming forests not succumbing to natural decay.
Clerics that follow such deities harness the gods’ influence to manipulate disease and rot, using it to affect those that deserve to be corroded away, and to maintain the life of those that don’t…yet. Corruption comes for everyone sooner or later, whether it be a disease or your corpse eaten by insects underground, and clerics of this domain walk the earth with such mentality and a certain degree of apathy for the world around them.
Domain Spells
You gain domain spells at the cleric levels listed in the Corruption Domain Spells table. See the Divine Domain class feature for how domain spells work.
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Cleric Level |
Spell Name |
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1st |
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3rd |
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5th |
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7th |
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9th |
Pestilent Lore
Beginning when you first choose this domain at 1st level, you learn how to exploit the vulnerabilities of the plagued. Whenever a spell you cast deals necrotic, acid or poison damage, you may change the damage type to a different type amongst those three. You make this decision when you cast each spell.
Plaguesense
Also at 1st level, you gain the ability to detect corruption around you. As an action, you can magically detect the location of any poison, insect, venomous creature, poisonous creature, diseased creature, rot or fungi, until the end of your next turn. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Channel Divinity: Virulent Corruption
Starting at 2nd level, as an action, you can present your holy symbol, choosing one creature you can see within 30 feet of you to be afflicted by unholy corruption, expending a use of your Channel Divinity.
The creature must succeed on a Constitution saving throw or be affected for the next minute. You choose the appearance and aesthetic specificities of the condition, such as conjuring a nest of insects inside the creature, a growing necrotic fungus, or simply a violent pox. Whatever the case, while affected this way, the creature has disadvantage of Constitution saving throws and the first time each turn that a creature deals damage to it, it takes an additional 1d6 necrotic damage.
If a creature is reduced to 0 hit points while affected by this feature, creatures within 5 feet of it must succeed on a Constitution saving throw against your spell save DC, or be affected by the affliction in the same manner.
Blessing of Resilience
At 6th level, you have developed natural resistance against the corrupting powers and domain of your deity. You are immune to all disease and the poisoned condition. You also gain immunity to poison damage.
Additionally, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spreading Toxicity
By the time you've reached 17th level, your connection to corruption is at its most powerful. Creatures now automatically fail their saving throw for the spreading of your Virulent Corruption feature, and the damage it deals increases to 2d8.
In addition, if a creature is reduced to 0 hit points while affected by one of your spells over time (a spell such as Disintegrate would not apply, but the Bane spell would), creatures within 10 feet of it must succeed on a Constitution saving throw against your spell save DC, or suffer the same effects of said spell.
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