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Plaguebringer

Plaguebringer Quirks
d6  Quirk
You often cover yourself in bandages to hide scars from past diseases and afflictions.
You enjoy the company of those who are sickly or diseased.
The skin around your eyes, fingertips, lips, toes, and ears appears shriveled, blackened, and dry.
Your eyes are a sickly color of green, red, black, or yellow.
Your footprints on grass, plants, and other living natural terrain cause the plant life to wither and turn black.
You have a raspy voice, as though you are always sick.

Magic of the Plague

Your connection to plagues gives you the option to learn some additional spells that focus on diseases and harm. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level  Spell
1st  ray of sickness
3rd  ray of enfeeblement
5th  stinking cloud
7th  blight
9th  contagion
11th  harm

Knowledge of the Infected

Starting at 1st level, your connection to plagues grants you unnatural powers. You gain immunity to disease, and you also learn the acid splash cantrip.   Additionally, your knowledge of diseases allows for you to more easily identify what causes sicknesses and how to diagnose them. You gain proficiency in the Medicine skill.

Life of the Sickened

At 1st level, your body has become unaffected by rotting foods and some poisons. You are able to eat raw and rotten food without suffering ill effects from them.   In addition, you have advantage on saving throws against the poisoned condition.

Fear of the Contagious

By 6th level, your connection to the diseased and decaying has strengthened. You have resistance to necrotic damage. In addition, you can cause those near you to become frightened of you by your appearance or illnesses. As an action, you can choose creatures up to your Charisma modifier within 20 feet of you to make a Wisdom saving throw against your spell save DC. On a fail, you cause a target to witness an illusion that makes their body appear to start decaying as if severely ill, and they become frightened of you until the end of their next turn. If the target has skin or fur, their body appears to wither as flesh and fur falls off of their limbs. If the target has a metal or material body, their body appears to rust or wilt rapidly.   Targets immune to being frightened or are undead are unaffected by this effect, and you can use this feature a number of times equal to your Charisma modifier per long rest.

Aura of the Afflicted

By 14th level, you can use a bonus action to cast stinking cloud without expending a spell slot or using material components. When you cast stinking cloud in this way, the spell instead applies to only creatures within a 5 foot radius of you. You can use this feature a number of times equal to your Charisma modifier per short or long rest.   Additionally, whenever you come across someone who carries a disease, you can attempt to remove the disease from them and bear the disease yourself. By spending 1 minute in concentration while touching the afflicted individual, you can remove one disease from them. You then take on the appearance as having this disease for 1d6 days, though you suffer no ill effects of the disease itself.  

Form of the Rotten

At 18th level, you have become a harbinger of plagues. You gain immunity to necrotic damage, and any spell that you cast that causes a disease or poison treats the diseases as magical.   In addition, you can spend 5 sorcery points to change the range of the spell contagion from touch to a 30 foot sphere centered on yourself. This spell moves with you and lasts up to 1 minute. Additionally, you can choose up to two diseases instead of one. When you choose two diseases, they both work at the same time, and each targeted creature must roll twice, once for each disease. You can choose a number of creatures within range of this spell up to your Charisma modifier to be immune to its effects.

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