Cleric: Plague Domain

by Jek

Search GM Binder Visit User Profile

Cleric: Plague Domain

Sickness is everywhere in the world, caused by gods of disease which laugh at medicine and healing magic. Those of the Plague Domain work to expand upon the sickness and grief that has plagued the world in the name of there god. Deities of the Plague domain include Mirad, Talona, Yurtrus, Morigon, and sometimes even Deities that involve with death instead of sickness exclusively. Clerics who are apart of the Plague Domain are forces to be reckoned with who will stop at nothing to move along the ever expanding chokehold disease has upon life.

Bonus Cantrips

When you choose this domain at 1st level, you gain the poison spray cantrip if you don’t already know it.

Plague Doctor

Naturally, being molded by Deities of Sickness and Disease, Clerics of the plague domain have no trouble calling out a diseased person if they so please. At 1st level, By simply looking at a creature, you can detect if the creature is affected by a non-magical illness and learn its symptoms or severity.

Plague Domain Spells
Cleric Level Spell
1st Ray of Sickness, Absorb Elements
3rd Dragon's Breath, Ray of Enfeeblment
5th Poisonous Bubble, Gaseous Form
7th Blight, Shadow of Moil
9th Cloudkill, Contagion
Art Credit

Uknown. Please contact me if you know the artist.

Channel Divinity: The Plague

Starting at 2nd level, the cleric can use Channel Divinity to conjure a large cloud of disease, causing devastating effects for all caught in it.

You choose a space within 20 feet of you and you may cover a 15 foot wide cube of space with The Plague. The plague cloud lasts for 1 minute and any creature other than you that starts or ends their turn in The Plague must succeed on a Constitution Saving throw against your spell save DC or become poisoned for the duration of the plague. On a failed save they also suffer an amount of poison damage equal to 1/2 your Cleric level rounded down. If a creature suceeds on this saving throw, they are immune to the effects of the plauge for 24 hours.

If any creature inside the plague takes poison damage from something other than the plague they take an additional 1d4 poison damage. This extra damage increases to 1d6 at 14th level.

Toxic Constitution

By 6th level, you have been constantly exposed to disease, sickness, and your god's own plague, bringing you a tolerance for poison. You gain immunity to disease and resistance to poison damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Scourge of Divinity

By now your spread of disease has grown farther than anyone could imagine. Starting at 17th level, your poison becomes more potent and once per turn you may choose creature that you dealt poison damage to and they must make a constitution saving throw equal to your spell save DC or their movement speed is reduced by 10ft and they gain disadvantage on your choice of strength, dexterity, or constitution checks. Also, you may choose to give one creature of your choice within 60 feet of you vulnerability to poison damage for 1 minute. Once you do this you must finish a long rest before you may do it again.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.