Base Class: Cleric
Adept at spreading sickness and weakening their enemies, both through their weapon strikes and potent spells. These plague bringers worship gods of disease, rot, or some sickening contagion. Seen as unholy to many, these clerics bring both sickness and knowledge of how to cure them.
Bonus Proficiency
At 1st level, you gain proficiency with poisoner's kit and advantage on saving throws against diseases.
Channel Divinity: Infectious Strike
Starting at 2nd level, you can use your Channel Divinity to infuse your weapon with a virulent disease. When you hit a creature with a weapon attack, you can use your Channel Divinity to force the target to make a Constitution saving throw. On a failed save, the target is afflicted with a debilitating disease for a duration of 1 minute. While afflicted, the target has disadvantage on attack rolls and ability checks, and it takes 1d6 poison damage at the start of its turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Divine Strike: Pestilent Touch
At 6th level, your weapon strikes carry the essence of disease. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 poison damage.
Virulent Casting
At 8th level, you gain the ability to infuse your spells with pestilence. When you deal damage with a cleric cantrip or spell of 1st level or higher, you can add your Wisdom modifier to the damage. Additionally, poison damage you deal ignores resistance.
Avatar of Pestilence
At 17th level, you become an embodiment of disease and pestilence. As an action, you can assume a terrifying form that strikes fear into your enemies. For 1 minute, you gain the following benefits:
- Your attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks.
- You have resistance to poison and necrotic damage.
- You can use your Channel Divinity: Infectious Strike without expending a use of Channel Divinity.
- Any creature that starts its turn within 10 feet of you must make a Constitution saving throw or take poison damage equal to your cleric level.
Once you use this feature, you can't use it again until you finish a long rest.
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