Cleric: Plague Domain in Vallasea | World Anvil
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Cleric: Plague Domain

Plagues are a powerful force, used by good and evil gods alike. They have been used to punish mortals for their sins, or to inflict chaos and hysteria. Both gods of healing and disease have power over this domain, causing pestilence to fall on the guilty, or even the innocent.   Clerics of this domains have been granted power to either tame or spread disease and infection. They are capable of creating epidemics and poisoning their foes, all the while being immune to the plague that follows them.                              
Plague Domain Spells
Level Spells
1st Detect Poison and Disease, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Feign Death, Vampiric Touch
7th Blight, Sickening Radiance
9th Contagion, Insect Plague
 

Bonus Cantrip

When you choose this domain at 1st level, you gain your choice of the Infestation or the Poison Spray cantrip. This cantrip counts as a cleric cantrip for you and doesn’t count against the number of cleric cantrips you know.  

Plague Doctor

Your god prepares your body and mind for the work ahead of you. At 1st level, thanks to your divine training, you develop proficiency with the herbalism kit and poisoner's kit. You also gain proficiency with the Medicine skill. Additionally, by examining a creature for a minute, you can detect if they are affected by a disease and learn its symptoms and severity.  

Channel Divinity: Healing Touch

As an action, you can expend a use of your Channel Divinity to cast the Lesser Restoration spell on the creature without expending a spell slot.  

Channel Divinity: Outbreak

At 2nd level, you learn to create your own disease and inflict it on those who defy you. Whenever you deal poison or necrotic damage, you may expend a use of your Channel Divinity to infect that creature. The creature must make a Constitution saving throw. On a failed saving throw, the creature becomes poisoned for a minute. At the start of each of its turns until the effect ends, the target takes 2d8 poison or necrotic damage. The damage type is determined by the initial attack.   Hostile creatures who begin their turn within 10ft of the target must make a Constitution saving throw. On a failed save, they suffer the same effects. A creature may make a Constitution saving throw at the end of each of its turns. On a success, the effect ends and the creature is immune to this effect for the next 24 hours.  

Inoculated

At 6th level, your exposure to diseases has strengthened your body's natural resistance. You become immune to disease and have resistance against poison damage. You also have advantage on saving throws against being poisoned.  

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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Epidemic

Starting at 17th level, when you would normally roll one or more dice to deal poison or necrotic damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 poison damage to a creature, you deal 12.

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