Domain of Disease
The Disease domain emphasizes the dominance of pestilence. The gods of this domain are known for curing the sick and infecting the living with torturous ailments for their amusement. Clerics who choose this path believe firmly in the power of infectivity, and strive on trying to infect the world, and invent new plagues to dominate the world. Clerics of this domain generally have poor hygiene and wear tattered clothing The mix of their foul odor and wretched appearance often makes clerics of this domain outcasts, and hermits. These clerics often rely on insects to be their companions.
Spell Chart
Level |
Spell |
1st |
Detect Poison and Disease, Ray of Sickness |
3rd |
Acid Arrow, Ray of Enfeeblement |
5th |
Hypnotic Pattern, Stinking Cloud |
7th |
Blight, Phantasmal Killer |
9th |
Contagion, Cloudkill |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with alchemist supplies, and poisoner's kits.
Disciple of Disease
Also starting level 1, when attacked by melee, you can force your infection upon the attacker. The attacker must make a Constitution saving throw (DC equal to 8 +your proficiency bonus + your Wisdom modifier) or take 1d4 Poison damage at the start of their turn for 3 turns. This may be used a number of times equal to your wisdom modifier per long rest.
Channel Divinity: Infectious Cloud
Starting at 2nd level, you can use your Channel Divinity to expel a cloud of noxious fumes. As an action, you present your holy symbol and evoke the toxic energy of pestilence. Choose any creatures within 30 feet of you, and your cloud of pestilence flies towards them and enters through every one of their orifices. If the creature fails a Constitution Saving Throw of your Spell DC, this feature deals 1d4 of poison damage at the start of the creature's next turn. This lasts for 1 minute and deals an additional 1d4 at every one of the creature's turns. The creature makes another saving throw at the end of each of its turns. You can’t use this feature on constructs.
Channel Divinity: Experimental Treatment
As an action, you present your holy symbol and evoke the toxic energy of pestilence. Choose a friendly creature within 30 ft. A swarm of locus envelop the area. Each other creature within 15 ft of the target must make a Constitution Save against your Spell Save DC or take poison damage equal to half your cleric level rounded up and is poisoned for 3 turns. On a success, a creature takes half damage and is not poisoned. The targeted creature regains hit points equal to the damage dealt.
Seeping Plague
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Toxicity
Starting at 17th level, the first saving throw a creature would make against one of your class abilities, they fail instead. In addition, whenever a creature takes poison damage form one of your class abilities, they are poisoned for 1 minute.