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## Cleric One of the best-designed and most versatile classes, clerics need little help, but the sheer variety of divine powers mean that clerics have a home in almost any themed document. Perfectly suited to the new poison rules later in this supplement, the ***Toxin*** domain is a master of crippling debuffs and poisoned blades alike. ### Divine Domain: Toxin You serve of one of the gods of poison, venom, and intoxication. These gods, which include the spider-goddess Lolth, Dionysus, Talona, and the bitter star Wormwood, value diverse ideals, but all share a love of substances that twist the senses and damage the body. The burning pains of acidic venom, the dulled joy of drunkenness, and the potent sting of a snakebite all fall under this domain, as does the gleam of fluid on an assassin's knife or the bubbling of a hag's brew. ##### Domain Spells | Cleric Level | Spells | |:---:|:------------| | 1st |*ray of sickness, detect poison and disease* | | 3rd |*Melf's acid arrow, protection from poison* | | 5th |*slow*, *stinking cloud* | | 7th |*confusion, vitriolic sphere
*XGE*
* | | 9th |*cloudkill, contagion* | #### Bonus Proficiency At 1st level, you gain proficiency with heavy armor, martial weapons, and Poisoners' Kits. #### Concoctive Acolyte Your divinely-inspired knowledge of intoxicants allows you to craft exotic poisons with holy magic and mundane materials. Starting at 1st level, you no longer need to gather any specific ingredients to craft poisons. Your prayers also enhance their potency—you can use your Cleric spell save DC instead of the listed DC for poisons that you make, and your Wisdom modifier, instead of Intelligence, when you make an ability check to craft. Finally, you have advantage on saving throws against poison and have resistance to poison damage. \columnbreak #### Creeping Death Starting at 1st level, the venom coursing through enemies' veins blazes like a beacon and guides your attacks. You have advantage on attack rolls against poisoned creatures. #### Channel Divinity: Fangs of Steel At 2nd level, you can use your Channel Divinity to coat a weapon you're holding with the ichor of your god. As a bonus action, you channel holy poison through your weapon. For the next minute or until you are incapacitated, any creature you damage with that weapon must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for the next minute. The creature repeats the saving throw at the end of each of its turns, ending the poison on itself on a success. Alternatively, you can use this feature to deal an extra 1d8 acid damage with attacks you make with the weapon. #### Consecrated Vitality Starting at 6th level, serving as a conduit for your deity's poisons has inured you to the effects of all toxins. You gain immmunity to poison damage and the poisoned condition, though you can choose to suffer the poisoned condition when it is inflicted upon you. #### Channel Divinity: Noxious Anointment Beginning at 6th level, you can use a bonus action and one use of your channel divinity to weaken the innate resistances of your foes by bringing them directly to the noisome attentions of your god. All hostile creatures within 30 feet of you lose any resistances to poison damage and have disadvantage on saving throws against being poisoned for 1 minute. At 10th level, affected creatures course with holy venom. Noxious Anointment removes immunity to poison damage and the poisoned condition for the duration. This feature cannot affect constructs or incorporeal creatures like ghosts or shadows. #### Divine Strike At 8th level, your weapons are always infused with poison. 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 14th level, the extra damage increases to 2d8. #### Potioned Poison At 17th level, your deity's power has filled you with so much toxicity that harmful chemicals rejuvenate you. When you are subjected to poison damage, you take no damage and instead regain a number of hit points equal to the poison damage dealt. If a poison deals damage over multiple turns, you only regain those hit points once, because you cannot be poisoned and suffer no effects over time. For example, you can drink a dose of Purple Worm Poison and regain 12d6 hit points. When a friendly creature you can see within 60 feet of you takes poison damage, you can use your reaction to confer this benefit to them, eliminating the damage, until the start of your next turn.
\pagebreak > This content is no longer up-to-date. It exists as part of a larger document, *The Warrior's Codex*, which can be found [here](https://www.gmbinder.com/share/-LTuQ9tRb_ZGFIfKLno4#p23)