Gods are made to explain the inexplicable. Diancecht, Nergal, Loviatar are the cursed divines who bring disease in mythology, from Dragonlance it is the domain of Incabulos or Nerull, and from my setting find Ugol, dark god of the alchemist, whose symbol is a scorpion in a jar. But among these are gods who balance both the disease and the cure, gods who have the power to condemn and to heal.
Plague clerics, also known as plague doctors, strike a balance between life and death, embracing the horrors that befall mortals in the name of healing all sicknesses, and bringing suffering to only those who deserve it.
As a side note, other online creators have produced the plague domain, I recommend having a look at the designs of others as well.
Plague Domain Spells
|1st||Detect poison and disease, purify food and drink|
|3rd||Lesser restoration, ray of enfeeblement|
|5th||Life transference, vampiric touch|
|7th||Blight, death ward|
|9th||Contagion, dance macabre|
When you choose this domain at 1st level you gain proficiency in either the medicine or arcana skill, and proficiency in either the alchemist’s supplies or herbalism kit.
You learn the poison spray cantrip, which for you is considered a cleric cantrip and does not count towards the number of cleric cantrips you know.
Chanel Divinity: Carrion Swarm
Starting at 2nd level you can expend a use of your channel divinity to raise a host of devouring, plague infested rats or insects. For the next minute the ground within 30ft of you becomes difficult terrain for creatures hostile to you, and a creature that is hostile to you that starts its turn within that space is poisoned. If a creature that is made of organic matter falls to 0 hit points within the area it is devoured by the end of your next turn, leaving no corpse or biological remains unless you expend a minor action to designate that creature as “not food”. Creatures made of inorganic material such as stone or metal are not devoured by the swarm.
Starting at 6th level, whenever you use your alchemist’s supplies or herbalism kit to create a healing potion you can spend an additional ten minutes and 50 GP of material. If you do, the creature who drinks that potion in the next week will gain the benefits of a lesser restoration spell. A number of these potions can exist equal to your wisdom modifier, and you can only create more if the potions are expended, or expire.
At 8th level, you gain the ability to infuse your weapon strikes with disease and rot. 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. When you reach 14th level, the extra damage increases to 2d8.
From 17th level you have the power to change the nature of diseases and toxins. Your spells and effects such as Channel Divinity ignore immunity to the poisoned condition, and you can change spells and effects that apply the poisoned condition to also apply one of the following: blinded, frightened conditions, half the target’s speed, or disadvantage on a saving throw of your choice.
So I hear that the Russo brothers are considering a Magic: the Gathering based project. There’s a lot of Magic oriented mods out there like the Planeshift series and homebrew content, but I think we can pile more onto that, right?
Creatures of New Phyrexia, from the dutiful and numerous Myr, to some notes on how to build Elesh Norn herself.
A character built from a random combination of colours, a break away from the moral alignment system and a different approach to character creation.
And a plane/campaign setting, something new that blends key elements of both D&D and M:tG.