Cleric
Base Class: Cleric

Clerics of Malady are often shrouded in tattered robes, adorned with symbols of decay and pestilence. Their eyes may glimmer with an unnerving intensity, reflecting their connection to the dark powers of sickness. They wield their divine magic to spread disease, inflict suffering, and manipulate the very essence of life and death.

In their quest to serve their malevolent deities, they may carry vials of poisonous substances, incant cursed invocations, and wield implements of sickness such as contaminated needles or bone implements. They are adept at crafting deadly concoctions, concocting virulent plagues, and unleashing pestilential curses upon their enemies.

Despite their ominous appearance and sinister abilities, Clerics of Malady often believe they are serving a greater purpose, viewing the spread of disease as a means of purging weakness and culling the unworthy. They are zealous in their devotion, willing to sacrifice their own well-being to advance the agenda of their malevolent deities.

Plague Bearer

At 1st level, the cleric learns one cantrip of his or her choice that pertains to the Malady Domain. When the cleric casts a disease/sickness cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. You gain proficiency in medicine.

Channel Divinty: Infect

Starting at 2nd level, the cleric can use Channel Divinity to infect another creature with a non-lethal disease.

When the cleric touches a creature, the creature must make a CON save against the Clerics spell save DC or become diseased. This can be used on undead to make them carry a disease. Those immune to disease are immune to this feature.

Improved Infection

Starting at 6th level, the cleric’s ability to channel diseases becomes more potent. Necrotic and Poison damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic and poison damage. Ignores immunity to diseases for all creatures. Creatures with immunity instead roll with advantage against it. You gain expertise in medicine.

Rampant Disease

At 8th level, the cleric gains the ability to cause a disease that they can see to mutate in one of the following ways.

• Increase severity

• Decease severity

• Add a symptom

• Remove symptom

• Destroy disease

The cleric also receives resistance to poison and advantage on CON saves.

Student of Disease

Starting 17th level, you're understanding of diseases grants you the ability to create or cure any non-magical disease you come across using an Alchemy set. You gain proficiency with Alchemy set.

Malady Domain Image

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