Pestilent Domain
Pestilence embodies the diseases and vermin that plague civilization—viewed as “bad air,” divine punishments, curses, or even demons lurking within the body to corrupt it from within. Deities with this domain may be both healers and killers, striking the unworthy with afflictions while blessing their flock with health. Deities of any alignment may claim this domain, though the goodaligned ones focus more on ameliorating disease while evil ones prefer to wield pestilence as a weapon. Examples of plague deities in real-world mythology include the Greco-Roman Apollo, the Aztec Chalchiuhtotolin, and the Mesopotamian deities Nergal and Pazuzu.
Remedies Foul and Fair
When you choose this domain at 1st level, decide whether your remedies cause an affliction or a blessing. Once made, this choice is permanent. You can use an action to touch a creature, including yourself, with an ointment of herbs that smells both foul and sweet. If this is a blessing, the creature has advantage on Constitution saving throws against disease and poison for 1 hour. If this is an affliction, the creature has disadvantage on Constitution saving throws against disease and poison for 1 hour. You can have this affliction or blessing active on only one creature at a time.
Channel Divinity: Mark of the Unclean
Starting at 2nd level, you can use your Channel Divinity to mark those infected with disease or poison, allowing them to more easily be treated, avoided, or purged.
As an action, you brandish your holy symbol and evoke incantations of mercy (or retribution) against plaguebearers and the sickly. Poisoned creatures and creatures suffering a disease within 30 feet of you radiate a sickly, green aura and have disadvantage on Charisma checks other than Charisma (Intimidation) checks for 10 minutes or until you lose your concentration (as if you were concentrating on a spell). In addition, one of these creatures of your choice also manifests a green sigil of sickness in an obvious location, such as the forehead, for the duration. You have advantage on attack rolls, Wisdom (Medicine) checks, and saving throws against the creature marked with the green sigil.
Manifest Pestilent Spirit
At 6th level, you can force the malevolent energy of a disease or poison to manifest into a fiendish physical form that spreads plague or cures those nearby who are afflicted by it. You intone a prayer of pestilence at a creature you can see within 60 feet of you that is poisoned or suffering a disease. The poisoned condition or disease ends in the target, and a vaguely humanoid embodiment of the disease or poison manifests in an unoccupied space within 5 feet of the target. The pestilence creature’s form exhibits characteristics of its affliction. A plague might produce a pestilence creature covered in boils, while a poison might produce a creature with green, oozing flesh.
The pestilence creature is hostile to every creature, including you. The pestilence creature’s statistics change based on the saving throw DC of the disease or poison that it represents. If the saving throw DC is 10 or less, the creature uses the statistics of a zombie. If the saving throw DC is 10 to 15, it uses the statistics of a mummy without Dreadful Glare. If the saving throw DC is over 15, it uses the statistics of a water elemental. In all cases, the pestilence creature’s Slam or Rotting Fist attack causes the poisoned condition or spreads the disease on a failed Constitution saving throw, using the original disease or poison’s saving throw DC. In the case of a pestilence creature using the statistics of a mummy, this disease or poison replaces the mummy rot normally spread through the mummy’s Rotting Fist.
If you expend a use of your Channel Divinity when you create the pestilence creature, you can control the creature for up to 1 minute or until you lose your concentration (as if you were concentrating on a spell). The pestilence creature remains until destroyed. If the pestilence creature is destroyed, each creature within 100 feet of it that is poisoned or suffering the disease it represents is no longer poisoned and is cured of that particular disease.
Once you use this feature to manifest a creature with a disease or poison saving throw DC equal to or lower than your spell save DC, you can’t do so again until you finish a long rest. Once you use this feature to manifest a creature with a disease or poison saving throw DC higher than your spell save DC, you can’t do so again until 3 days have passed.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with corruption and disease. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Poxcaster
At 17th level, you gain immunity to poison and disease. In addition, you can cast the contagion spell once without expending a spell slot. When you do so, you can cast the spell at any creature you can see within 60 feet of you, requiring a ranged spell attack instead. Once you cast contagion in this way, you can’t do so again until you finish a long rest.