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Rot Domain

Invoke the ending of cycles

The Rot domain focuses of decay and decomposition. Clerics who tap into it’s power find themselves acting a natural agents of closure. They frequent as doctors, having a mixed reception across the shifting lands of Mythwyn. Being supernaturally proficient in medicinal procedures have caused many of them to become local heroes. This is contrast however by the sect’s proclivity to remain politically neutral, refusing their aid where it might change the closing of a cycle.

This domain is is particularly associated with gods of winter or nature, though often ones more focused on all aspects of nature, not simply fertile harvests or picturesque flora. In Mythwyn, most followers of Cailleach, son of Danu, find themselves within the Rot domain.


Level 3: Rot domain spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Rot Domain Spells table, you thereafter always have the listed spells prepared.

Rot Domain Spells
Cleric LevelPrepared Spells
3Blindness/Deafness, False Life, Lesser Restoration, Ray of Sickness
5Gaseous Form, Stinking Cloud
7Aura of Life, Blight
9Cloudkill, Contagion

Level 3: Servant of Atrophy

You gain the following benefits:

Divine Decay. Whenever a creature you have dealt Necrotic damage to since the end of your last turn is reduced to 0 Hit Points within 30 feet of you, you can take a Reaction to capture their fleeting essence, gaining the effects of the False Life spell.

You can use this Reaction a number of times equal to your Wisdom modifier, regaining usage upon finishing a Long Rest.

Resplendent Regress. You gain Resistance to Necrotic damage and Immunity to Disease.

Physician. You gain proficiency in the Medicine skill if you did not have it already and add 1d4 to Medicine checks made to identify an illness or disease .


Level 3: Symbol of Rot

As a Magic Action you present your Holy Symbol and expend a use of your Channel Divinity to mark a creature for decay. You force a creature you can see within 60 feet to make a Constitution saving throw. On a failure it takes Necrotic damage equal to your Cleric level, and is infested with rot for 1 minute. On a success it takes half the damage only. Creatures with immunity to the Poisoned condition have Advantage on this saving throw.

A creature infested with rot takes 2d10 Necrotic damage at the end of each of it’s turns, and, when it dies, you can take a Reaction to cause it to explode in a cloud of spores. Each creature within 10 feet of the corpse must make a Constitution saving throw, taking 2d10 Necrotic damage on a failure, or half as much on a success.

The rot fades away harmlessly if the target is ever more than 60 feet away from you.


Level 6: Blessed Necrosis

When a creature takes Necrotic damage from your Cleric spells and Cleric features, it cannot regain Hit Points until the end of your next turn.

In addition, damage from your weapon attacks, Cleric spells and Cleric features ignores Resistance to Poison and Necrotic damage.


Level 17: Aura of Decay

You emit an invisible, festering aura in a 30 foot Emanation that originates from you, granting the following benefits:

Expanded Rot. Whenever you use your Symbol of Rot, you can choose any number of additional creatures in the aura to also make a saving throw or be affected.

Inevitable Decay. When a creature in the aura takes Necrotic damage for the first time each turn, it takes an additional 1d10 Necrotic damage.

Protective Miasma. While the aura is active you and creatures of your choice inside of the aura have Resistance to Poison damage and gain Advantage on saving throws to avoid or end the Poisoned condition.

The aura is inactive while you have the Incapacitated condition.

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