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5e Pestilence Domain
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<blockquote data-quote="Darrius_Adler" data-source="post: 6421316" data-attributes="member: 18288"><p>Still a work in progress but I need ol Torog to have a fitting domain for his clergy:</p><p></p><p><span style="font-size: 18px"><strong>Pestilence Domain</strong></span></p><p></p><p><strong>Pestilence Domain Spells</strong></p><table style='width: 100%'><tr><td><strong>Cleric <br /> Level</strong></td><td></td><td><strong><br /> Spells</strong></td></tr><tr><td>1st</td><td></td><td>Longstrider, Ray of Sickness</td></tr><tr><td>3rd</td><td></td><td>Blindness/Deafness, Spider Climb</td></tr><tr><td>5th</td><td></td><td>Bestow Curse, Conjure Animal</td></tr><tr><td>7th</td><td></td><td>Confusion, Giant Insect</td></tr><tr><td>9th</td><td></td><td>Contagion, Insect Plague</td></tr></table><p></p><p><strong>Bonus Proficiency</strong> </p><p>When the cleric chooses this domain they become proficient in Heavy Armor.</p><p></p><p><strong>Channel Divinity: Sickening Touch.</strong> At 2nd level, you can use your channel divinity when you hit with a melee attack. The victim is wracked with nausea crippling their ability to fight. The creature suffers the Poisoned condition for one minute. Each round after the first the victim can make a Constitution save equal the cleric's spell save DC.</p><p></p><p><strong>Plague Bearer</strong> </p><p>At 6th level, the cleric no longer suffers any negative effects from diseases. They can harbor any number of diseases in their system becoming a carrier for the sickness.</p><p></p><p><strong>Pestilent Wings</strong> </p><p>At 8th level, you can grow a set of insect wings that grant you flight speed equal to your movement speed. These last for one hour and refresh after a short rest.</p><p></p><p><strong>Vermin Lord</strong> </p><p>At 17th level, you gain the ability to command all manner of vermin (insects, rats, bats, etc). No vermin will harm you in any way unless commanded to do so via spell or some other ability. As an action you can attempt to charm a single creature or one swarm within sight. The target makes a Charisma save vs DC 8 + Proficiency Bonus + Wisdom Modifier. Once charmed you may command the creature as a bonus action. One creature may be controlled per point of Charisma bonus, minimum 1. The creatures remain charmed for 1 hour.</p></blockquote><p></p>
[QUOTE="Darrius_Adler, post: 6421316, member: 18288"] Still a work in progress but I need ol Torog to have a fitting domain for his clergy: [SIZE=5][b]Pestilence Domain[/b][/SIZE] [b]Pestilence Domain Spells[/b] [table] [tr] [td][b]Cleric Level[/b][/td] [td][/td] [td][b] Spells[/b][/td] [/tr] [tr] [td]1st[/td] [td][/td] [td]Longstrider, Ray of Sickness[/td] [/tr] [tr] [td]3rd[/td] [td][/td] [td]Blindness/Deafness, Spider Climb[/td] [/tr] [tr] [td]5th[/td] [td][/td] [td]Bestow Curse, Conjure Animal[/td] [/tr] [tr] [td]7th[/td] [td][/td] [td]Confusion, Giant Insect[/td] [/tr] [tr] [td]9th[/td] [td][/td] [td]Contagion, Insect Plague[/td] [/tr] [/table] [b]Bonus Proficiency[/b] When the cleric chooses this domain they become proficient in Heavy Armor. [b]Channel Divinity: Sickening Touch.[/b] At 2nd level, you can use your channel divinity when you hit with a melee attack. The victim is wracked with nausea crippling their ability to fight. The creature suffers the Poisoned condition for one minute. Each round after the first the victim can make a Constitution save equal the cleric's spell save DC. [b]Plague Bearer[/b] At 6th level, the cleric no longer suffers any negative effects from diseases. They can harbor any number of diseases in their system becoming a carrier for the sickness. [b]Pestilent Wings[/b] At 8th level, you can grow a set of insect wings that grant you flight speed equal to your movement speed. These last for one hour and refresh after a short rest. [b]Vermin Lord[/b] At 17th level, you gain the ability to command all manner of vermin (insects, rats, bats, etc). No vermin will harm you in any way unless commanded to do so via spell or some other ability. As an action you can attempt to charm a single creature or one swarm within sight. The target makes a Charisma save vs DC 8 + Proficiency Bonus + Wisdom Modifier. Once charmed you may command the creature as a bonus action. One creature may be controlled per point of Charisma bonus, minimum 1. The creatures remain charmed for 1 hour. [/QUOTE]
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