TEXT:  
  Divine Domains 
  In a pantheon, every deity has influence over different aspects of 
  mortal life and civilization, called a deity’s domain. All the 
  domains over which a deity has influence are called the deity’s 
  portfolio. For example, the portfolio of the Greek god Apollo 
  includes the domains of Knowledge, Life, and Light. As a cleric, 
  you choose one aspect of your deity’s portfolio to emphasize, and 
  you are granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. Apollo, for 
  example, could be worshiped in one region as Phoebus (“radiant”) 
  Apollo, emphasizing his influence over the Light domain, and in a 
  different place as Apollo Acesius (“healing”), emphasizing his 
  association with the Life domain. Alternatively, your choice of 
  domain could simply be a matter of personal preference, the aspect 
  of the deity that appeals to you most. 
       Each domain’s description gives examples of deities who have 
  influence over that domain. Gods are included from the worlds of 
  the Forgotten Realms, Greyhawk, Dragonlance, and Eberron 
  campaign settings, as well as from the Celtic, Greek, Norse, and 
  Egyptian pantheons of antiquity. 
  Pestilence Domain 
  You worship gods who favor corruption and plague, the 
  Domain of Pestilence, for, though you are ravaged by 
  disease, it does not harm you. Like a virus, you move 
  through the population, spreading your Festering Faith to 
  all who will listen. Unlike a virus, there is no immune 
  system from the Festering Faith, only complete acceptance. 
  Body of Plague 
  By 1st level, you have been in such close proximity to 
  vectors of plague that you are immune to disease and being 
  poisoned. Additionally, you have proficiency with heavy 
  armor. 
  Pestilence Domain Spells 
  Cleric Level 
  Spells 
  1st 
  bane, detect poison and disease 
  3rd 
  blindness/deafness, protection from poison 
  5th 
  bestow curse, remove curse 
  7th 
  blight, confusion 
  9th 
  contagion, insect plague 
  Tumor 
  Starting at 1st level, your body sequesters its toxins in a 
  bulbous protrusion. When a creature within 5 feet hits you 
  with an attack, you can use your reaction to try to poison 
  the creature with the tumor. The creature must make a 
  Constitution saving throw or be poisoned for 1 minute. The 
  creature can reattempt this saving throw at the end of each 
  of its turns, ending the effect on a success. 
       After using this ability, you must complete a short or 
  long rest before using it again. 
  Channel Divinity: Infection 
  At 2nd level, your divinity carries disease. You can use 
  your action to touch a creature within your reach, which 
  must make a Constitution saving throw, and suffers one of 
  the following diseases of your choice for one minute on a 
  failed save. Since this ability induces a natural disease in its 
  target, any effect that removes a disease or otherwise 
  ameliorates a disease’s effects apply to it. 
       Bloodmore. The creature bleeds freely. Whenever the 
  creature takes bludgeoning, piercing, or slashing damage, it 
  takes an additional 1d8 damage. 
       Deadleg. The creature's legs stiffen and its movement 
  slows. The creature can move a maximum of 15 feet or half 
  its movement speed on its turn, whichever is lower, on its 
  turn. 
       Slaying Fever. Frothing at the mouth with rage, the 
  creature must use its action to attack a creature adjacent to 
  it. If there is no such creature, the creature must move to 
  the nearest creature it can see. 
  Fester 
  Starting at 6th level, whenever you deal necrotic or radiant 
  damage, you can change the damage type to poison. In 
  addition, you ignore damage resistance to poison  
  damage. Creatures you target with spells or  
  abilities are not immune to being diseased or  
  poisoned. Instead, a creature that is immune to  
  disease or poison makes a saving throw against  
  your effect with advantage. 
  Divine Strike 
  At 8th level, you gain the ability to infuse  
  your weapon strikes with toxicity. 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. 
  Viral Infection 
  At 17th level, when you use Infection, the  
  target also has disadvantage on ability checks  
  and saving throws using one ability score of  
  your choice. Additionally, any time a target  
  of Infection is within 5 feet of another creature,  
  you can choose for the infection to jump to it.  
  The creature must make a Constitution saving throw  
  or be infected by the same disease as the target for 1 
  minute. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Pestilence Domain.pdf