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Plague Domain
\pagebreak ### Plague Domain The Plague domain focuses on the sickening energy of disease- one of the fundamental forces of entropy in the universe. Few non-evil deities can claim influence over this domain, though some Nature deities see sickness and disease as a natural part of existence in the material plane. The gods of poison and disease seek out the healthy and the full of hope, rendering them weak, wizened, and dying. Followers of plague deities wear ragged robes and go about quietly in the alleys of major cities and remote settlements, seek out new diseases and sharing them with the world. ##### Plague Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | Hex, Ray of Sickness | | 3rd | Blindness / Deafness, Ray of Enfeeblement | | 5th | Stinking Cloud, slow| | 7th | Vitriolic Sphere, Sickening Radiance | | 9th | Contagion, Cloudkill | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. #### Plague Bearer Also at 1st level, your body becomes a vessel of disease and bile. You no longer suffer the effects of diseases you contract, have advantage on saving throws against being poisoned, and are resistant to poison damage. You gain the *poison spray* cantrip, if you don't already know it. This counts as a cleric cantrip for you, and does not count against your number of cantrips known. When you cast this cantrip, you may choose to target all creatures within 10 feet of you instead of a single target at the spell's usual range. #### Channel Divinity: Scourge Starting at 2nd level, you can use Channel Divinity to transmit your latent contagions into your enemies. As an action you can choose a creature within 10 feet of you to make a Constitution Save. On a failure they are inflicted with a divine disease that causes physical weakness, fatigue, and nausea. For the next hour, the infected creature suffers one level of exhaustion and regains only half the normal number of hit points from any source of healing. #### Enervating Miasma Starting at 6th level, whenever a hostile creature within 10 feet of you must make a Strength or Constitution saving throw, the creature suffers a penalty to the saving throw equal to your Constitution modifier (minimum of 1). #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with your plague. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 poison damage and make the target succeed on a Constitution saving throw. On a failure, it is also poisoned until the end of your next turn. #### Virulent Strain At 17th level, your plague has become infused with a divine will of its own. You are immune to poison damage and the poisoned condition. Additionally, When a hostile creature moves within 5 feet of a poisoned creature, or a creature afflicted by your divine disease, they must make a Constitution saving throw against being poisoned, even if they would otherwise be immune to the poisoned condition. On a failed save, the creature is considered poisoned until the end of its next turn. On a success, it is immune to the effects of Virulent Strain until the end of its next turn.
- **Interior Artist: Oh Ji Sung**