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 Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Malady Domain Spells table, you thereafter always have the listed spells prepared.

Malady Domain Spells
Cleric Level Prepared Spells
3 Ray of Sickness, Tasha's Caustic Brew, Blindness/Deafness, Ray of Enfeeblement
5 Stinking Cloud, Slow
7 Blight, Vitriolic Sphere
9 Cloudkill, Contagion

Tainted Remedies

When you choose this domain at 3rd 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 enhance this corruption and cause the creature to become poisoned for 1 minute as well. You may enhance the corruption 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 3rd level, you can invoke the malicious powers of your chosen deity to inflict a feverish sickness upon 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. At the start of each of their turns, Afflicted creatures lose hit points equal to your Wisdom modifier and their effective vision is reduced to 10 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 15 feet of the original make a Constitution save against your spell casting DC or also gain that condition.

Supreme Infection

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 3d4 acid damage for every condition the creature is suffering from.

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