Cleric Subclass: Plague Domain
Disease is not the opposite of
life, just another aspect, it grows and spreads like everything else, and
you’ve been given power by the gods to bend it to your will. Whether that was
gifted to stop a great plague or to start one depends on who you serve, either
way the great cities will not soon forget you.
Plague Domain Spells
1st Detect
Poison and Disease, Ray of Sickness
3rd Blindness/Deafness,
Protection from Poison
5th Stinking
Cloud, Slow
7th Blight,
Sickening Radiance
9th Cloudkill,
Contagion
Lingering Ailment. When you
take this domain at 1st level you gain the ability to prolong the effects of
your more malicious spells. Whenever a creature fails their initial save
against one of yours spells that has an ongoing effect it lasts one round
longer than it should. If the spell allows for recurring save on the creatures
turn and they save, the effect still lasts one more turn before it ends.
Toxin Savant. At 1st
level you learn the Poison Spray cantrip and proficiency with the
poisoners kit.
Channel Divinity: Caustic Disease. Starting
at 2nd level, you can use your Channel Divinity as a free action when you deal poison
damage to decrease the AC of harmed creatures by 1 and reduce their speed by 10
feet, as it burns through their armour and causes them to cough and hack. This
lasts for 1 minute and can only affect a number of creatures equal to your
proficiency modifier.
Cleansing Heal. Starting
at 6th level, when you restore hit points to an ally with a spell of 1st level
or higher, you can also end the poisoned condition or a disease. In addition, when
restoring hit points the spell is of 3rd level or higher you can instead remove
one basic curse afflicting them.
GM Note. A basic curse refers to the options presented in bestow curse, and only those options. Lycanthropy or any form of narrative curse would not be affected by this ability.
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, acid or necrotic damage (your
choice) to the target. When you reach 14th level, the extra damage increases to
2d8.
Baneful Plague. You
have become a master of disease and decay, healing and harming those as you and
your deity see fit. You gain the following benefits:
- When you take a long rest, you can choose to become immune to either poison, acid, or necrotic damage. You can change this next time you take a long rest.
- When you deal damage to a single creature you can force them to also succeed a saving or become poisoned until the start of your next turn.
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