Cleric
Base Class: Cleric

One of the biggest enemies that will be a humbling reminder to the populations of the world is the existence of illness. While the existence of magic is powerful enough to seemingly make disease a mere bad memory that people have evolved out of, it unfortunately will always stay with us. Some clerics are tasked with the responsibility to heal the sickened and give them the opportunity of a second chance. But some have resorted to worshiping the beings and deities responsible for the existence of disease. Reasons could be to lift the harshness of a plague. Others align themselves with these harbingers of mass death. Either way, those who choose to commit to the Plague Domain must be prepared to understand diseases at a very intimate level: both how to inflict illness and how to remove it. Of course, if they don't get sick of such duties.

Apostle of the Ill

1st-level Plague Domain feature

You manipulate the general health of the people around you with specialized plague magic to either save them or let them succumb to their condition. As a bonus action, you can touch one creature and give one of the following affects:

  • Invigorate. The creature gains 1d8 plus your Wisdom modifier of temporary hit points and has advantage on death saving throws
  • Debilitate. The creature has disadvantage against being poisoned and can’t benefit from any special senses such as darkvision or blindsight.

This effect lasts for 1 minute and you cannot use this feature again until you finish a short rest.

Channel Divinity: Unknown Pathogen

2nd-level Plague Domain feature

You create a special virus called an unknown pathogen bestowed to you by your deity. As an action, you can choose a creature you can see within 60-feet and force it to make a Wisdom saving throw. On a success, the creature is unaffected and your Channel Divinity is not expended. On a failure, it is infected with your unknown pathogen at Stage 1. The creature must make a Constitution saving throw at the start of its turn or advance the unknown pathogen's next stage, gaining an additional symptom as a result of each failure as detailed in the Infection Table.

This effect lasts for 1 minute or until you dismiss it as a bonus action or the creature affected by this feature can use its action to make a Constitution check to end this effect.

Infection Table

Stage Symptoms
1 The infected begin to become slightly unwell. The creature cannot benefit from Advantage and its speed is reduced by 10 feet.
2 The infected enter a lethargic state. The creature’s cannot perform somatic components or make more than one attack.
3 The infected vitals begin to fail causing great pain. The creature cannot concentrate and has disadvantage on attack rolls.
4 The infected shuts down and is near torpid. The creature falls Prone and is Incapacitated while unable to end the Prone condition.
5 The infected has essentially died. The creature is immediately reduced to 0 hit points.

 

Channel Divinity: Holy Panacea

6th-level Plague Domain feature

Your medicinal skills to cure the ill have surpassed any expectation in terms of their potency. When you restore any number of hit points to a creature within 30-feet of you, you can end any number of conditions or magic effects affecting that creature. In addition, the creature then can add your Cleric level on their next ability check, attack roll, damage roll, or saving throw within 1 minute of your using this feature.

Divine Strike

8th-level Plague Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Zombie Virus

17th-level Plague Domain feature

You can control the undead of those that have fallen to plague. When you reduce a creature to 0 hit points, you can use your Action to have it rise at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability and having the benefits of a Long Rest. When you command the zombie as a Bonus Action, it understands any language you speak and its statistics are the same as when it was alive. If your zombie is reduced to 0 Hit Points, it is destroyed. At the end of every 30 days, the zombie can attempt to make an Intelligence saving throw against your control. If it succeeds on its saving throw, your bond with your zombie is severed and it becomes autonomous and independent from your control. You can only have one creature affected by this feature at a time.

Previous Versions

Name Date Modified Views Adds Version Actions
7/20/2024 8:17:07 AM
3
1
5e
Coming Soon

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