```metadata title: The divine domain of Toxins description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` # The divine domain of Toxins ## Domain Spells At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. - 1st -> ray of sickness, detect poison and disease - 3rd -> acid arrow, protection from poison - 5th -> slow, stinking cloud - 7th -> blight, confusion - 9th -> cloudkill, contagion" ## Bonus Proficiency At 1st level, you gain proficiency in Poisoners' Kits ## Concoctive Acolyte Your divine knowledge allows you to craft poisons with holy magic and mundane materials. Starting at 1st level, you don't need materials to craft poisons, and can use Wisdom, instead of Intelligence, when you make a check to craft poisons. --- Poisons you craft can use your cleric spell save DC instead of the poison's DC. Finally, you have advantage on saving throws against poison and have resistance to poison damage. ## Creeping death Starting at 1st level, the venom coursing through enemies' veins guides your attacks. You have advantage on attack rolls against poisoned creatures. ## Channel Divinity: At 3rd level, you can use your Channel Divinity to coat a weapon you're holding with the ichor of your god. --- As a bonus action, you channel holy poison through your weapon. For the next minute or until you are incapacitated, any creature you damage with that weapon must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success. ## Consecrated Vitality Starting at 6th level, you are immune to poison damage and the poisoned condition, though you can choose to suffer the poisoned condition when it is inflicted upon you. \column ## Channel Divinity Noxious Anointment Beginning at 6th level, you can use your channel divinity to weaken the innate resistances of enemies that you face. You can use a bonus action to remove any resistances to poison damage from creatures of your choice within 30 feet of you for 1 minute. For the duration, a target also has disadvantage on saving throws against being poisoned. --- At 10th level, this feature also removes immunity to poison damage and the poisoned condition for the duration. This feature cannot affect constructs, or incorporeal creatures like ghosts or shadows. ## Poisonous strikes At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 Poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. ## Healing Hemlock At 17th level, your deity's power allows harmful chemicals to rejuvenate you. When you would take poison damage from a source other than your Divine Strike, you take no damage and instead regain a number of hit points equal to the poison damage dealt. If a poison deals damage over multiple turns, you only regain those hit points once. For example, you can drink a dose of Purple Worm Poison and regain 12d6 hit points. You can ingest any type of poison and gain this benefit. When a creature that you can see within 60 feet of you takes poison damage, you can use your reaction to confer this benefit to it, eliminating the damage and causing it to regain a number of hit points equal to the poison damage dealt. It retains this benefit until the start of your next turn. \page ## Arch cleric: the blood of Talona you now dont need to use a channel divinity to use Noxious anointment and your divine strike do D10's now