Pestilence Domain

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it doesn’t harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.

 
Pestilence Domain Spells
Cleric LevelSpells
1stBane, Detect Poison and Disease
3rdBlindness/Deafness, Protection From Poison
5thBestow Curse, Remove Curse
7thBlight, Confusion
9thContagion, Insect Plague
 

Level 3: Carrier

You are immune to disease and being poisoned. Additionally, choose or randomly determine a lingering symptom that afflicts you:

 
d8Symptom
1A loud, sickening cough constantly accompanies you.
2One of your limbs is black and withered, but completely functional.
3The white and iris of one or both of your eyes are entirely blood red.
4Intense shivers come at you in waves, alternating between mild trembles and great shudders.
5A number of growths and tumors lump your body and hunch your back.
6Your skin is riddled with boils and sores.
7Your body is horrifically gaunt.
8Constantly fevered, your skin is hot and covered in sweat.
 

Level 3: Bonus Proficiency

You have proficiency with heavy armor.

 

Level 3: Tumor

Your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success.

After using this ability, you must finish a short or long rest before using it again.

 

Level 3: Channel Divinity - Infection

Your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, suffering one of the following diseases of your choice for 1 minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects applies to it.

 

Bloodmore. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it loses an additional 1d6 hit points.

Joint Lock. The creature’s legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its speed, whichever is lower, on its turn.

Ruby-Eye. The creature can see normally out to 5 feet, but is blind beyond this radius.

 

Level 6: Fester

Your infectious power festers and grows. You gain the following special abilities:

 
  • Whenever you deal necrotic or radiant damage, you can change the damage type to poison.
  • You ignore damage resistance to poison damage.
  • Your cleric spells and abilities ignore immunity to the poisoned condition and being diseased. A creature that is immune to being poisoned or diseased makes its saving throws against your effect with advantage.
  • Level 8: Divine Strike

    You gain the ability to infuse your weapon strikes with toxicity. 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.

     

    Level 17: Viral Infection

    When you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice while it is diseased.

    Additionally, whenever a target of Infection is within 5 feet of another creature, you can use your reaction to cause the infection to spread to it as well. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.


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