Divine Domain: Toxin

You have entered the service of one of the gods of poisoning, venom, and intoxication. These gods, which include Lolth, Dionysus, Talona, and Tehir, value a variety of ideals. The burning pains of acidic venom, the dulled joy of drunkenness, and the potent sting of a spider or snakebite all fall under this domain, as do the gleam of fluid applied to an assassins' knife and the bubbles of a hag's brew.

Domain Spells

Cleric Level Spells 1st Ray of Sickness, Detect Poison and Disease 3rd Protection from Poison, Melf’s Acid Arrow 5th Stinking Cloud, Gaseous Form 7th Confusion, Vitriolic Sphere 9th Cloudkill, Contagion

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor, martial weapons, and Poisoner's Kits.

Corrosive Body

You learn the Primal Savagery cantrip. It is considered a cleric cantrip fo your and does not count against your number of cleric cantrips known.

Channel Divinity: Noxious Anointment

Starting at 2nd level, you can use your channel divinity to weaken the innate resistances of your foes. All hostile creatures within 30 feet of you lose any resistances to poison damage, and make all saving throws against the poisoned condition and spells that do poison damage with disadvantage for the next hour.

Septic Blood

At 6th level, your devotion to your god has become so strong that their favored variety of toxin runs through your veins. You gain resistance to poison damage and have advantage on saving throws to avoid being poisoned.

Your blood is also a terrible, corrosive toxin to heathens and nonbelievers. Whenever you take piercing or slashing damage from a melee attack, you may use your reaction to deal 3d6 poison damage to your attacker so long as they are 10 feet or closer to you. If the weapon used is non-magical and not part of a living thing such as a claw or tooth, it suffers a permanent -1 to attack rolls and damage as your blood corrodes its material.

Fangs of Steel

At 8th level, your weaponos are infused with the chosen venom of your deity. Once on each of your turns when you hit a creature with aa weapon attack you can cause the atack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Alternatively, you can choose to force the target of a successful weapon attack to make a Constitution saving throw against your spell save DC, suffering the poisoned condition for 1d4+1 turns on a failed save. A creature that succeeds on a saving throw against Fangs of Steel is immune to it for 24 hours immediately afterward. You may only poison one creature in this manner at a time.

Font of Miasma

At 17th level, your venomous output is so high that you cannot possibly be harmed by external chemicals. You gain immunity to poison damage and cannot be poisoned.

You are also a near-limitless source of venom and vapor. Whenver you deal poison damage to a target with a weapon attack or a spell of 1st level or higher, you may use your bonus action to create a 10-foot radius cloud of toxic vapors centered on one creature that took damage from your attack. This cloud spreads around corners, but does not expand, and lasts for 1 minute or until a wiwnd of moderate or greater speed dispels it. When a creature enters the cloud's area for the first time or starts it turn there, that creature must make a Constitution saving throw, taking 5d8 poison damage on a failled save or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breath.