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.
Level 3: Holy Panacea
3rd-lvl Plague Domain feature
You have exceptional medical skills to cure the infected. You always have the Lesser Restoration spell prepared. You can cast it a number of times equal to your Wisdom modifier without expending a spell slot. When you can cast this spell in this way, the target has Advantage on Death Saving Throws for 1 hour and regains Hit Points equal to 1d8 plus your Wisdom modifier.
You regain all expended uses when you finish a Long Rest.
Level 3: Plague Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Plague Spells table, you thereafter always have the listed spells prepared. These spells count as Plague spells for you.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Detect Poison and Disease, Ray of Sickness, Gentle Repose, Ray of Enfeeblement |
| 5 | Bestow Curse, Stinking Cloud |
| 7 | Aura of Life, Blight |
| 9 | Greater Restoration, Contagion |
Level 3: Channel Divinity: Unknown Pathogen
3rd-lvl Plague Domain feature
You release a special illness bestowed by your deity. As a Magic action, you can expend one use of your Channel Divinity to force one creature within 60 feet of you to make a Constitution saving throw against your Spell Save DC. On a fail, the creature suffers one level of Exhaustion, must subtract their Exhaustion penalty from Save DC’s, and take Necrotic damage equal to 3d8 plus your Cleric level or half as much damage on a successful one.
This effect lasts for 1 minute until you dismiss it (no action) or the creature uses its action to make a successful Wisdom check to end this effect.
Level 6: Infected Wounds
6th-lvl Plague Domain feature
You apply your knowledge on causes of diseases to inflict them. When you hit a creature with an attack roll, you can perform one of the following effects that last until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.
Invasive Virus. The creature cannot use special Senses (for example, Darkvision or Blindsight) and has Disadvantage on Charisma and Intelligence ability checks.
Ravenous Bacteria. The creature must subtract your Cleric level on its next damage roll and has Disadvantage on attack rolls that use Strength and Dexterity.
Festering Mutation. The creature cannot take the Dash, Disengage, or Dodge actions and has Disadvantage on Constitution and Wisdom saving throws.
Level 17: Epidemic Apostle
17th-lvl Plague Domain feature
You can unleash a wave of plague onto the masses. When you use Unknown Pathogen, you can enhance it with the following benefits. Once you use Unknown Pathogen this way, you can’t do so again until you finish a Long Rest.
Widespread. You can choose to target up to a number of creatures equal to your Wisdom modifier.
Evolved. Creatures that fail their saving throw can't regain Hit Points and the effect’s duration becomes 6 days. Each full day that passes while a creature is still under this effect takes an additional level of Exhaustion.
Contagious. When creatures of your choice that are currently unaffected by Unknown Pathogen get within 5 feet of another creature currently under its effects, they must succeed on a Constitution saving throw against your Spell Save DC at the start of their turns or also suffer its effects.
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