Plague Domain

The Plague Domain is a field of worship conducted by clerics. This subclass was created by Tony.
== Powers and abilities ==
=== Domain Spells ===
You gain domain spells at the cleric levels listed in the Plague Domain Spells table. See the Divine Domain class feature for how domain spells work.
Plague Domain Spells
Cleric Level	Spells
1st 	inflict wounds, ray of sickness
3rd 	gentle repose, wither and bloom
5th 	feign death, stinking cloud
7th 	blight, death ward
9th 	contagion, insect plague
=== Priest of Poison ===
At 1st level, you understand illnesses and the effects they have on the lives of others. When you roll an attack that deals poison damage, as a bonus action you can use half of the damage you rolled to heal any creature you can see within 20 feet of you. Note, the targeted creature must have skin, blood or lungs and not be resistant or immune to poison or disease. You can use this feature a number of times equal to your Wisdom modifier and resets after a long rest.
In addition, you learn the poison spray cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
=== True Hospitaller ===
At 1st level, you expand your field of knowledge on diseases and poisons, taking your first steps towards becoming a proper plague doctor. You gain advantage on all Wisdom (Medicine) checks, and become resistant to poison damage. In addition, you learn the detect poison and disease spell. For you, it has a range of 50 feet, you can cast it as a bonus action, and you cannot lose concentration on it.
=== Channel Divinity: Empiricist's Duty ===
Starting at 2nd level, you can use your Channel Divinity to spread your divine plague to enemy creatures.
As an action, you choose a number of creatures equal to your Constitution modifier (a minimum of one) that you can see within 30 feet, and bestow unto them a holy plague that deals 3d4 radiant damage to them at the start of their turns. This effect lasts until the start of your next and resets after a long rest.
=== Herd Immunity ===
At 6th level, you understand that not all diseases hinder and not all poisons are harmful. As a reaction when a creature you can see within 30 feet becomes poisoned or diseased as a result of an attack, you can choose to remove the effects of such ailments.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
=== Divine Strike ===
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 necrotic, poison, or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
=== Plague Doctor ===
Starting at 17th level, your involvement with poisons and diseases has given your body a natural immunity to them and your respect for them has given these diseases cause to protect you in battle. When you are struck with a spell that uses an attack roll you can, as a reaction, cause the creature that attacked you to become poisoned. This poison deals 2d4 damage to the target on the start of their turn, and lasts until the beginning of your next turn. Once you use it, you can't do so again until the start of your next turn.
In addition, you are immune to all poisons and diseases.