Grear Bylls
2018-04-10, 08:39 AM
Hey all!
I just finished up a new Cleric domain. Could you guys please help me refine it?
I present: Cleric, Plague Domain
Clerics of the Plague worship deities who hold the powers of Life and Death in their grip. These Clerics use the powers held by their deities to continue the natural order of life. They use these powers, in the form of the Plague. Plagues to these Clerics are sign of divine power, taking out masses of people to preserve the whole of the world. Many see these Clerics as Evil, but they are more often than not neutral, seeking to preserve the balance of the world.
Expanded Spell list
1st Level: Ray of Sickness, Detect Poison and Disease
3rd Level: Blindness/Deafness, Ray of Enfeeblement
5th Level: Bestow Curse, Vampiric Touch
7th Level: Blight, Sickening Radiance
9th Level: Contagion, Enervation
Bonus Abilities: When you choose this Domain at 1st Level, you gain proficiency in either the Medicine or Nature skill. You also learn a Cantrip of your choice from any classes spell list that deals Necrotic or Poison damage.
Plague Affliction: Also at 1st Level, your god blesses you with the ability to punish those who attack you with divine malice. When a creature within 60 feet of you deals damage to you with a spell or attack, you may use your reaction to give them a taste of the plague. They must succeed on a Constitution saving throw equal to your spell save DC, or take 2d8 Necrotic or Poison damage. On a successful save, they take no damage. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.
Channel Divinity: Infliction of Slow Death: Starting at 2nd Level, you can use your Channel Divinity to begin a horrific decay. Choose a creature within 30 feet of you. That creature must succeed on a Constitution saving throw equal to your spell save DC. On a failed save, they take 2d10 + your Cleric level of Necrotic or Poison damage, and are Blinded, Deafened, or Poisoned for 1 minute. While affected by the condition, they take 1d10 Necrotic or Poison damage at the start of their turn. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. If they fail the saving throw by 5 or more, you deal 1d10 more damage and afflict them with one more of the three conditions. On a successful save, they take half as much damage and aren't afflicted.
Empowered Plague: At 6th Level, your deathly plagues become nigh on impossible to avoid. When you cast a Cleric spell, you may choose one creature affected by the spell to have disadvantage on all saving throws made to avoid the effects of the spell. You may use this feature a number of times equal to your Wisdom modifier. Your ability to use this feature refreshes on a Long Rest.
Additionally, you gain immunity to disease, and Resistance to Poison damage.
Potent Spellcasting: Starting at 8th Level, you can add your Wisdom modifier to the damage done by any Cleric Cantrip.
Black Death: At 17th Level, you are imbued with the powers of the plague, and gain the following benefits:
• You gain immunity to Poison damage.
• Any spell that you cast that deals Poison or Necrotic damage ignores resistance, and treats immunity as if it was resistance. Your spells also ignore immunity to Disease.
• Whenever you cast the Contagion spell, if a creature fails it's first saving throw against the effect, it is automatically afflicted by the effects.
I just finished up a new Cleric domain. Could you guys please help me refine it?
I present: Cleric, Plague Domain
Clerics of the Plague worship deities who hold the powers of Life and Death in their grip. These Clerics use the powers held by their deities to continue the natural order of life. They use these powers, in the form of the Plague. Plagues to these Clerics are sign of divine power, taking out masses of people to preserve the whole of the world. Many see these Clerics as Evil, but they are more often than not neutral, seeking to preserve the balance of the world.
Expanded Spell list
1st Level: Ray of Sickness, Detect Poison and Disease
3rd Level: Blindness/Deafness, Ray of Enfeeblement
5th Level: Bestow Curse, Vampiric Touch
7th Level: Blight, Sickening Radiance
9th Level: Contagion, Enervation
Bonus Abilities: When you choose this Domain at 1st Level, you gain proficiency in either the Medicine or Nature skill. You also learn a Cantrip of your choice from any classes spell list that deals Necrotic or Poison damage.
Plague Affliction: Also at 1st Level, your god blesses you with the ability to punish those who attack you with divine malice. When a creature within 60 feet of you deals damage to you with a spell or attack, you may use your reaction to give them a taste of the plague. They must succeed on a Constitution saving throw equal to your spell save DC, or take 2d8 Necrotic or Poison damage. On a successful save, they take no damage. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.
Channel Divinity: Infliction of Slow Death: Starting at 2nd Level, you can use your Channel Divinity to begin a horrific decay. Choose a creature within 30 feet of you. That creature must succeed on a Constitution saving throw equal to your spell save DC. On a failed save, they take 2d10 + your Cleric level of Necrotic or Poison damage, and are Blinded, Deafened, or Poisoned for 1 minute. While affected by the condition, they take 1d10 Necrotic or Poison damage at the start of their turn. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. If they fail the saving throw by 5 or more, you deal 1d10 more damage and afflict them with one more of the three conditions. On a successful save, they take half as much damage and aren't afflicted.
Empowered Plague: At 6th Level, your deathly plagues become nigh on impossible to avoid. When you cast a Cleric spell, you may choose one creature affected by the spell to have disadvantage on all saving throws made to avoid the effects of the spell. You may use this feature a number of times equal to your Wisdom modifier. Your ability to use this feature refreshes on a Long Rest.
Additionally, you gain immunity to disease, and Resistance to Poison damage.
Potent Spellcasting: Starting at 8th Level, you can add your Wisdom modifier to the damage done by any Cleric Cantrip.
Black Death: At 17th Level, you are imbued with the powers of the plague, and gain the following benefits:
• You gain immunity to Poison damage.
• Any spell that you cast that deals Poison or Necrotic damage ignores resistance, and treats immunity as if it was resistance. Your spells also ignore immunity to Disease.
• Whenever you cast the Contagion spell, if a creature fails it's first saving throw against the effect, it is automatically afflicted by the effects.