Cleric Domain: Venom

by OrangeOcean

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Cleric Domain: Venom

Powerful beings who have fallen from or haven't yet reached the upper echelon of grace live within this domain. These beings are seen as too taboo or queer to most holy practitioners.

Clerics of this faith are not above drastic measures to carve the way for monumental change. They will assure you their actions are all necessary means to a noble end.

Venom Domain Spells

Cleric level Spells
1st Disguise Self, Silvery Barbs
3rd Misty Step, Ray of Enfeeblement
5th Gaseous Form, Summon Shadowspawn
7th Fabricate, Shadow of Moil
9th Contagion, Cloud Kill

Bonus Proficiency

When you choose this domain at 1st level you gain proficiency with a poisoner's kit.

Bonus Cantrip

When you choose this domain at 1st level, you gain the poison spray cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Catalyst Soul

Starting at level one, your devotion grants your soul a very potent resource to enact your will. This resource is represented with your catalyst dice, which are each a d4. You have a number of catalyst dice equal to your wisdom modifier. These dice replenish after a long rest. When you reach certain levels in this class, the size of your catalyst dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).

  • Fallen's Fortune: If you fail a dexterity saving throw you can spend a catalyst dice to roll and add the result to your saving throw.

  • Fallen's Fang: When you successfully strike a target with a weapon attack you can add a catalyst dice in the form of poison to the damage roll.

  • Fallen's Favor: When you heal a target you can add a catalyst dice towards the points healed.

Channel Divinity: Venomous Cloud

Starting at 2nd level, you can use your Channel Divinity to release a deadly and divine cloud over the battlefield.

As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must succeed on a constitution saving throw or be poisoned by you until the end of your next turn. Creatures poisoned this way have disadvantage on attack rolls. Additionally, affected creatures that end their turn in the cloud suffer 1d10 poison damage.

Divine Potency

Starting at level 6 your resolve grants you the ability to poison any who oppose you. At dawn pick a creature type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead). Poison damage you inflict ignores resistance, immunity, and immunity to the poisoned condition against your chosen creature type.

Targets of your creature type make saves against your poison with disadvantage.

Well of Tainted Blood

Your catalyst soul can regenerate itself with each fallen obstacle in your path.

Starting at level 8 when you kill a target you regain one catalyst dice.

Till the Bitter End

Your resolve to change the world within your soul is unmatched. Not even death can stop your visions from reaching fruition.

Starting at level 17 if you or an ally you can see within thirty feet falls to zero hit points, instead of going unconscious you can instead use your reaction to spend any number of catalyst dice to heal you or your ally.

Practice

Safe

Homebrewing

I really want to thank user gameboy350 for being my biggest inspiration! Especally their Poison Expansion. Please check them out! And better yet, use them in game! They synergize very well with with subclass! Fume Form FTW!

This started out when a friend wanted a powerful npc of mine to potentially become the source of their cleric power. I pulled inspiration from many subclasses across cleric, warlock, and rogue. I wanted to make a rogue-ish cleric that was flavorful and related to the poisonous npc! I really wanted to very loosely emulate an assassin with this one. I hope you enjoyed! Thanks for reading!

If you liked this, you might like the (draft) warlock subclass I made that is a sort of companion piece to this one!

 

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