Cleric
Base Class: Cleric

Plague and pestilence while not the most welcome of sights is necessary for life. The careful and controlled spread of disease can strengthen a person and keep them healthy long into their life. While rampant uncontrolled plague will destroy a people if not fought against. Clerics of the Plague Domain seek to find the correct balance between eradication of disease and allowing the affliction to strengthen a people.

Domain Spells

1st-level Plague Domain feature

You gain domain spells at the cleric levels listed in the Plague Domain Spells table. See the Divine Domain class feature for how domain spells work.

You also learn the Poison Spray and Spare the Dying cantrips. In addition to its normal effect when you cast Spare the Dying you may halt the progression of a disease for 24 hours.

Plague Domain Spells
Cleric Level Spells

1st

Ray of Sickness, Detect Poison and Disease

3rd

Lesser Restoration, Protection From Poison

5th

Bestow Curse, Stinking Cloud

7th

Blight, Giant Insect

9th

Cloudkill, Contagion

Master of Medicine

1st-level Plague Domain feature

You gain proficiency in medicine and the herbalism kit. You can double your proficiency modifier in one of these skills. You can brew potions for half the normal brewing cost and in half the time. 

Protective Disease

1st-level Plague Domain feature

You have worked to cultivate a disease that protects the body from poisonous materials. You may touch one willing creature (including yourself) and infect them with the helpful disease, which will fortify their body against poisons. They gain resistance against poison and have advantage against being poisoned for 1 minute. You may do this a number of times equal to your proficiency modifier before you take a long rest.

Channel Divinity: Shroud of Pestilence

2nd-level Plague Domain feature

You can use your Channel Divinity to bolster your allies attack or weaken your enemies.

As an action, you present your holy symbol, and a cloud of pestilence emanates from you. The sphere is centered on you, has a 15-ft. radius, and is filled with various pest such as rats, locus, and other insects. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) enters in the sphere for the first time on its turn or starts its turn there, you can push on that creature one of these benefits or afflictions:

  • The creature makes a constitution saving throw against your spellsave DC. If it fails the creature is poisoned. If the creature passes the save its immune to that damage for 24 hours.
  • Grant the creature an additional 1d8 additional poison damage on its next melee attack as long as it remains in the cloud.

Creeping Sickness

6th-level Plague Domain feature

Your affinity with disease and rot has grown so that no creature can protect itself from your assault and your own body hardened against disease unless you wish contract it. This effect is made manifest whenever you Channel Divinity. Once you Channel Divinity you can choose a number of creatures up to your proficiency modifier and apply the following effect to them:

  • If the creature has immunity to poison damage or the poisoned condition or being diseased, they lose that immunity and gain resistance or advantage on the saving throw to resist the effect.
  • If the creature has resistance to poison damage or advantage against the poisoned condition or becoming diseased, they lose that immunity or the advantage against the effect.
  • If the creature has no resistance to poison damage or advantage against the poisoned condition or becoming diseased, they become vulnerable

Plague Strike

8th-level Plague Domain feature

You gain the ability to infuse your weapon strikes and spells with divine energy. Once on each of your turns when you hit a creature with a weapon attack or deal damage with a spell, you can cause the attack or spell to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8 and at 17th level, the extra damage increases to 3d8.

Plague Bloom

17th-level Plague Domain feature

When you use your Protective Disease feature instead of touching a creature all creatures you choose within 15 feet of you become infected by the helpful disease. In addition to the original effect all infected creatures regenerate 3d4 at the start of each of their turns even if incapacitated. This regeneration is ended by the creature taking acid, fire, or necrotic damage.

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