Sickness Domain

Few worship gods of disease and sickness. True, many might try to placate them with prayers and sacrifices, but most people view these deities as a necessary evil. The clerics of sickness are equally unpopular. Most preach a kind of extortion theology, please our masters or suffer. Others take a different approach, and embrace suffering as a means to enlightenment. A rare few see disease as something worthy in itself and seek to spread their carefully cared for illnesses far and wide.

Sickness Domain Spells
Cleric Level Spells
1st detect poison and disease, putrefy food and drink*
3rd bestow curse, mucus*
5th speak with dead, stinking cloud
7th blight, phantasmal killer
9th contagion, insect plague

Blessings of Disease

Beginning at 1st level, you have resistance to poison damage and are immune to the poisoned condition. You can catch a disease, but do not suffer any delirious effects from it, instead displaying it on your body as weeping sores and pustules. During the time that you are harboring a disease you disadvantage on Charisma (Deception and Persuasion) checks made with people who do not worship disease.

Bonus Cantrip

Also at 1s level, you gain the poison spray cantrip.

Channel Divinity: Spray Sickness

Starting at 2nd level, you can use your Channel Divinity to spread illness to others.

As an action, you present your holy symbol and evoke your deity’s name. All creatures within a 30-foot cone centered on your holy symbol must succeed at a Constitution save or suffer 2d8 poison damage and gain the poisoned condition (half damage with a successful save).


Beginning at 6th level, when a creature hits you in melee combat you may use your reaction to cause that creature to suffer poison damage equal to your Wisdom modifier.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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.


Starting at 17th level, when you cause poison damage to a target that target must make a Constitution save at the end of their turn or suffer and additional 1d8 poison damage as disease rampage through their body. This effect ends when they succeed at a Constitution save.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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