Cleric
Base Class: Cleric

Not all gods are kind. Some gods only want to bring suffering and sickness to the mortal world. These gods, oftentimes trickster gods or gods of death, have their own followers and priests. The truly devout are Clerics of Malady. They work tirelessly to sew the seeds of disorder through disease and illness.

Malady Spells

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

Domain of Malady Spells
Cleric Level Spells
1st ray of sickness, tasha's caustic brew
3rd web, ray of enfeeblement
5th stinking cloud, vampiric touch
7th blight, sickening radiance
9th cloudkill, contagion
 

Tainted Remedies

When you choose this domain at 1st level, any would-be cures to illnesses are thwarted by your divine magic. Whenever a creature within 100 feet of you would restore hit points, you may use your reaction to corrupt the healing magics and have that creature suffer that much necrotic damage instead. You may use this feature a number of times equal to your Wisdom modifier per long rest.

Your devotion to spreading sickness has granted you proficiency with the Medicine skill.

Channel Divinity: Sacred Ailment

Starting at 2nd level, you can invoke the malicious powers of your chosen deity to inflict a feverish sickness upon one your enemies. As an action, you raise your holy symbol to the sky and wreath yourself in vile energies before casting them off as a cloud of infection. Choose a point you can see within 100 feet of you.

All creatures in a 20 foot radius sphere of the point must make a Constitution saving throw against your spell casting DC, taking 4d8 acid damage on a failure and half on a success. Creatures that failed their save also become Afflicted for 1 minute. Afflicted creatures lose 1d4 hit points at the start of each of their turns and their effective vision is reduced to 15 feet.

Plague Wind

Starting at 6th level, sickness and disease clings to the air around you in a noxious haze. Whenever a creature you can see within 30 feet of you becomes affected by one of the following conditions -- paralyzed, stunned, frightened, poisoned, blinded, deafened, or Afflicted -- You may use your reaction to have another creature within 10 feet of the original make a Constitution save against your spell casting DC or also gain that condition.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Infectious Ichor

At 17th level, your nauseating magic exacerbates the sickness within all of your god's victims. Whenever you deal damage to a creature, you deal an additional 2d4 acid damage for every condition the creature is suffering from.

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