Base Class: Cleric
The Clerics of the Plague Domain have proficiency with medicinal herbs, whether for good or ill. Plague Domain Clerics don't have to align themselves with any religion, god, or being to gain these powers (They can, but don't have to.) This subclass is very busy outside of combat, and can waste no time. While in combat, they use high damage spells instead of healing ones, as they already can heal you enough. As an added benefit, not all their potions and herbs heal. A Cleric of the Plague can make harmful herbs and potions, making them good friends with rouges.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Alchemist's Supplies, Daggers, the Herbalist Kit, Intimidation, and light armor.
Vanquisher of the Plague
Also starting at 1st level, your healing and harming medicines are more effective. Whenever you use herbs or potions to restore or reduce the hit points of a creature, the creature regains additional hit points equal to 2 + your cleric level + you intelligence modifier if you healed them, reducing that much instead if you hurt them.
Channel Divinity: Enhance Medicine
At the 2nd level, you may expend a usage of Channel Divinity to add adverse affects to potions and herb mixes when you create them.
- Haste. Potions and herbs made with this effect also grant the consumer two rounds of +2 to athletics and acrobatics checks, +2 on initiative rolls, and an additional 10 feet of movement.
- Strength. Potions and herbs made with this effect also grant the consumer one round of +2 to strength checks and advantage on melee attack and damage rolls.
- Relief. Potions and herbs made with this effect also grant the consumer pain relief, giving them 2 + your cleric level extra temporary hit points. These temporary hit points go away after 1d10 hours - half the subjects constitution modifier, rounded down.
- Pain. Potions and herbs made with this effect also give the consumer pains, giving them vulnerability to all non-magical damage. When a creature falls to 0 hit points this way, they fall unconscious instead of dying. The effect wears off after 1d12 hours - the subjects constitution modifier.
- Slow. Potions and herbs made with this effect also make the consumer get -2 to athletics and acrobatics checks, and 10 less feet of movement for 2-3 rounds.
- Feeble. Potions and herbs made with this effect also burden the consumer, giving -2 to dexterity and strength checks for 1d12 hours - the subjects constitution modifier.
Plagued Surgeon
Starting at the 6th level, at any time while you are not in combat, you may preform a surgery on up to four different creatures you can touch per day. If you do, the target heals 2d20 + your intelligence modifier, then you roll a d6 and apply one of the effects below based off of the result. Each Surgery takes 2 hours.
- Bloodletting. The subject takes 2d10 damage and falls unconscious if they aren't already.
- Herbal bandage. The subject gains 2 + your wisdom modifier in temporary hp. This surgery takes 1 hour less to preform.
- Remove Infection. The subject takes 1d10 damage and is relived of all conditions.
- Small Amputation. The subject has a small appendage removed from their body, which causes them to take 1d8 damage, then the appendage is preserved in a jar that the cleric will later study.
- Successful Surgery. Nothing adverse happens.
- Strangely Good Surgery. The surgery heals an additional 1d10 health.
When you reach the eighth level, you may preform surgeries as an action in battle, and can add or subtract 1 from the result of the d6. You cannot make the result 0 or 7 this way. Surgeries preformed in battle take 2 turns and heals 2d8 health instead of 2d20.
Advanced Medicine
At 8th level, you gain the ability to craft herbal mixtures during battle, which takes one action. You can also craft potions during combat, taking two actions. potions and herbs you craft restore an additional 1d6 + your cleric level in health, or reduce that much instead, depending on what you choose. You also gain proficiency's with the Brewer's Supplies, Investigation, a Medium Armor Type of your choice, a One-Handed weapon of your choice, and Perception.
Symbol of the Plague
Also at the 17th level, you can embroider different symbols into clothes to give their wearers resistances to damage types. Where they are worn and how the embroidery is placed determine their function. If any portion of the embroidery is broken or removed, their effect immediately stops. It takes half an hour to repair a preexisting embroidery, and three Silver Pieces worth of materials. The materials required includes gold string and one needle of pure silver. (The needle is a one time purchase, and is worked into the price of each embroidery below. If you have a needle already, you do not need to buy another.)
- Mask Eyes. Embroidering a mask with symbols around the eyes takes one hour and 1 Gold Piece worth of materials, giving the wearer resistance to psychic damage.
- Mask Rim. Embroidering the outer rim of a mask with symbols takes three hours and 3 Gold Pieces worth of materials, giving the wearer resistance to necrotic damage.
- Heart. Embroidering a garment worn on the body, then placing the embroidery over the heart gives the wearer resistance to bludgeoning damage. This embroidery takes four hours to create and five Gold Pieces worth of materials to make.
- Shoulders. Embroidering the shoulders of a garment worn (you guessed it, on the shoulders) grants the wearer resistance to slashing damage. This embroidery takes three hours and three Gold Pieces worth of materials to make.
- Waist. Embroidering a garment worn over the waist gives the wearer resistance to force damage. This embroidery takes four hours and three Gold Pieces worth of materials to make
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