Cleric
Base Class: Cleric

The cleric of the toxic domain uses poison, acid, necromancy and diseases to debilitate his foes and weaken them. 

Bonus Proficiencies and Domain Spells

When you choose this domain at 1st level, you gain proficiency with martial weapons.

You gain domain spells at the cleric levels listed in the Toxic Domain Spells table. 

Toxic Domain Spells
Cleric Level Spells
1st Hex, Ray of Sickness
3rd Blindness/Deafness, Melf's Acid Arrow
5th Gaseous Form, Vampiric Touch
7th Blight, Vitriolic Sphere
9th Cloudkill, Contagion

Caustic

Also starting at 1st level, you gain your choice of the poison spray or the acid splash cantrip. This does not count towards your cantrips known. 

Channel Divinity: Touch of Rot

Starting at 2nd level, you can use Channel Divinity to completely debilitate a creature by touching it. When you hit a creature with a melee attack, you can use Channel Divinity to make that creature be poisoned, blinded, deafened and stunned until the end of its next turn. It makes a constitution saving throw against your spell save DC for each condition, resisting the effect on a success. It may repeat each saving throw it failed at the start of its turn against each condition still affecting it, removing it on a success.

Corrosive

Beginning at 6th level, you have advantage on saving throws against being posioned, and resistance to poison and acid damage.

In addition, you are immune to disease, but are still a carrier for any diseases affecting you.

Divine Strike

At 8th level, 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Radioactive

Starting at 17th level, creatures that end their turn within 5 ft of you take poison damage equal to half your cleric level.

In addition, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal acid or poison damage to the target (your choice when you expend the spell slot), in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 3d6.

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