Warlock
Base Class: Warlock

You have made a pact with a greater being. Those beings that offer their followers the powers of the Afflicted are often those that focus on pestilence, curses, disease, and other widespread afflictions. Some examples may be the Demon lord Jubilex, Zuggtomy, Powerful Elder Brains, or various strong undead.

Expanded Spell List

The Afflicted lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Afflicted Expanded Spells
Spell Level Spells

1st

Bane, ray of sickness

2nd

blindness/deafness, protection from poison

3rd

bestow curse, slow

4th

vitriolic sphere, phantasmal killer

5th

Insect Plague, Contagion

Plague Bearer's Curse

Starting at 1st level, you gain an affliction die. The die starts as a d6 and increases as you gain levels in this class (d8 at fifth level, d10 at tenth level, and d12 at fifteenth level). When you either deal damage to a creature with a spell or when a creature fails a saving throw against one of your spells you can choose to afflict that creature with a terrible curse. Roll your affliction die and consult the affliction table to see what curse is bestowed upon the creature. After you determine what curse befalls the creature roll your affliction die again to determine how many rounds that curse lasts. You may use this ability a number of times equal to your proficiency bonus and regain all uses after a short rest. If the curse requires a saving throw the DC is equal to your warlock spell save DC.

 

Plague Bearer's Curse
Affliction Die. Curse Bestowed
1 Curse of Leaden Feet. The target's movement speed is reduced by 5 feet. At the start of each of the target's turns its speed is reduced by an additional five feet.
2 Curse of Exposure. The target's AC is reduced by one. At the start of each of the target's turns its AC is reduced by an additional one.
3 Curse of Reticence. The target's bonus to attacks is reduced by one. At the start of each of the target's turns its bonus to attacks is reduced by an additional one.
4 Curse of Necrosis. The next time the target is hit with a weapon attack this round it takes an additional 2d6 necrotic damage. At the start of each of the target's turns this effect is refreshed.
5 Curse of the Avenger. Once per turn when the target hits you or an ally with an attack, it must succeed on a Charisma saving throw. On a failure it takes necrotic damage equal to a number of rolls of your Affliction Die equal to the number of rounds this curse has been in effect.
6 Curse of Reduction. The target gains disadvantage on a random saving throw. At the start of each of the target's turns it gains disadvantage on a different random saving throw.
7 Curse of Chains. At the start of the targets turn a magical link appears between it and a creature of your choice within 30 feet. The target an all creatures linked to it then take force damage equal to your charisma modifier.
8 Curse of Roiling Earth. The ground within five feet of the target becomes difficult terrain. When a creature (including the target) first moves into the area of difficult terrain for the first time on a turn or starts its turn there it takes bludgeoning damage equal to a roll of your Affliction die. At the start of the targets turn the radius of difficult terrain increases by five feet.
9 Curse of Rage. The first time the target attacks you or an ally on each turn it must make a Wisdom saving throw. On a failure it instead attacks a random enemy within range. If no enemy is within range, it instead attacks no one. This attack gets a bonus to attack, and damage rolls equal to the number of rounds this curse has been active.
10 Curse of Regeneration. At the start of the target's turn, it takes radiant damage equal to the number of rounds this curse has been in effect plus a roll of your Affliction die. You regain health equal to the damage dealt.
11 Curse of Paralysis. For every attack after the first on a turn the target must make a Dexterity saving throw. On a failure the target cannot make that attack and instead takes lightning damage equal to the number of rounds this curse has been in effect.
12 Curse of Inexorable Doom. You may choose a curse to apply. When you do so you roll the duration die twice instead of once and add them together.

Plague Explosion

Starting at 6th level, once per long rest, as an action you can target a creature who is currently under the effects of one of your plague bearer curse's and erupt that curse. When you do so the target and all creatures within ten feet of it take necrotic damage equal to a number of rolls of your afflicted die equal to the duration left on the curse. The curse is then dismissed on the target.

Starting at 12th level you can use this ability twice instead of once.

Festering Plague

Starting at 10th level, when you use your Plague Bearer's Curse feature you can roll two dice to determine what curse is applied and choose between them. If you roll the same number on both dice, you may reroll, and the target is affected by both curses.

Spreading Plague

Starting at 14th level, once per day, when you use your Plague explosion feature, you can give it additional effects. If you do, it instead affects each creature of your choice within twenty feet of the target. On top of taking the normal damage, those creatures must succeed on a constitution saving throw equal to your spell save DC. On a failure, all of the curses on the target spread to that creature but their duration is halved (rounded down). The duration of the target's curses is also halved instead of dismissed. Once you use this ability you must finish a long rest before being able to use it again.

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