Cleric
Base Class: Cleric

The Toxin Domain, while in the portfolios of many deities such as Talona, Incabulos, or Morigon, is not commonly in the worship of gods. Instead, most clerics of the Toxin Domain are in wait for inescapable apocalypse scenarios. Differing clerics may have differing feelings about the blight coming, usually considering them either tolls of senseless doom, mere vehicles of change, or a cleansing of the evil people from the world, where the worthy have a chance for redemption; but they are all tasked with trumpeting the inevitable arrival of the plague, and giving the final bows when the wave has inevitably passed over the area. These cataclysms may be sent from the gods, made from mortal means, or simply another volley of danger from nature. These clerics may wander from town to town, warning townsfolk of the enclosing cataclysm and securing their safety, or they may travel around in revelry, encouraging merriment and drink before the inciting event. They may hunt down wrong-doers and infect them with terrible virulence, ward the good folk from impending disease, spare the crops of the meek and just , or taint that of the wicked and cruel. 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, heavy armor, and poisoner's kit.

Toxic Grace

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Constitution checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Noxious Body

Starting at the 2nd level, you can create a veil of noxious gas around yourself.

As an action, you cover yourself in a cloud of toxic fumes for 2 turns. For the duration, any bare-handed attacks or attacks using light weapons can be noxiously rebuked. The creature must make a Constitution saving throw, taking 2d8 Poison damage on a failed attempt. 
After a long rest, you can use this feature again.

Lingering Sickness

At the 6th level, when you deal Poison or Acid damage to a creature ranging in size between Small and Huge, roll 1d2. If you get a 2, the enemy is dealt an extra 1d4 Poison damage. 

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 poison damage to the target. When you reach the 14th level, deal an extra 1d8 acidic damage along with it.

Improved Noxious Body

At the 17th level, Noxious Body is improved, lasting up to four turns. When you cast this improved Noxious Body, all melee attacks get rebuked, regardless of range. All ranged attacks (i.e. crossbow bolts, arrows) have a disadvantage to hit you, requiring to pierce the fierce fog around you.
When a creature uses a melee attack against you, they must make a Constitution saving throw. On a failed throw, they take 2d8 Poison damage and 1d10 Acid damage. On a successful throw, they only take 1d8 Poison damage. 
After using this in battle, you regain this ability after a long rest.

Previous Versions

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