Base Class: Wizard
Plague Doctors delve into the forbidden arts of necromancy and pestilence, wielding a cursed legacy that whispers through tomes like Blightsong. They craft healing from the rot of the world—vermin, fungi, decay—turning ruin into restoration, yet their touch carries a plague’s sting. Masked as healers, they hide their true nature, blending charm with the horror of disease to save or doom those around them. From humble villages to treacherous drow cities, their path is one of rot, redemption, and the haunting choice between mercy and vengeance.
Level 3: Plague Savant
Your study of decay sharpens your craft. The gold and time you spend copying necromancy spells into your spellbook is halved. When you gain a wizard level, you can replace one spell in your spellbook with a necromancy spell of a level you can cast, reflecting your Blightsong bond—a curse that drives you toward vengeance or redemption, as seen in your choice to save or destroy Ched Nasad.
Level 6: Virulent Ward
At 6th level, you gain the ability to create a protective ward infused with disease. As an action, you can surround yourself with a 10-foot-radius aura of virulence that lasts for 1 minute. Any creature that starts its turn within 10 feet of you must make a Constitution saving throw against your spell save DC, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, when a creature within 10 feet of you makes an attack, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC; on a failed save, the attack roll has disadvantage. When this ward is active, any poison spell you cast against an enemy ignores resistance to poison damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 10: Necrotic Miasma
At 10th level, your protective ward evolves into Necrotic Miasma, surpassing your earlier Virulent Ward. As an action, you surround yourself with a 10-foot-radius aura of virulence that lasts for 1 minute. Any creature that starts its turn within 10 feet of you must make a Constitution saving throw against your spell save DC, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, when a creature within 10 feet of you makes an attack, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC; on a failed save, the attack roll has disadvantage. You regain hit points equal to half the total necrotic damage dealt to all creatures in a single round by this ability, rounded down. When this aura is active, any necrotic or poison spell you cast against a creature ignores resistance to necrotic or poison damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. This enhanced ward draws life from decay, a testament to your Blightsong curse refined in Greenhollow.
Level 14: Plague Master
At 14th level, you ascend to true mastery over plague and death. As an action, you can unleash a 20-foot-radius aura of virulent ward, centered on yourself, lasting for 1 minute. Any creature that starts its turn in the aura must make a Constitution saving throw against your spell save DC, taking 4d6 necrotic damage on a failed save, or half as much on a successful one. When you cast a necromancy spell of 1st level or higher, you can target one creature affected by the spell, forcing it to make a Constitution saving throw against your spell save DC. On a failed save, the target suffers a worsened disease, taking 1d6 necrotic damage at the start of each of its turns and gaining disadvantage on Constitution saving throws for 1 minute; the target can repeat the save at the end of each of its turns to end the effect early. Additionally, when a creature dies within this aura, it rises as a plagued zombie (using the zombie stat block) under your control, with a maximum number equal to your Intelligence modifier (minimum 1). These zombies persist for 1 minute or until destroyed, and when a plagued zombie dies, it leaves a 5-foot-radius cloud of virulent ward that lasts for 1 round, forcing creatures that start their turn in it to make a Constitution saving throw or take 2d6 necrotic damage (half on a successful save). You can use this aura once, regaining the ability after a long rest. This dominion over decay is the pinnacle of your Blightsong curse, forged in the shadows of Ched Nasad.
Level 10: Breathe It In
At 10th level, your connection to decay hardens your body and spirit. You gain resistance to poison and necrotic damage, immunity to disease, and advantage on saving throws against being poisoned. Additionally, when you take necrotic damage, your Blightsong mark flares with power: the next spell you cast within 1 minute that deals damage adds your Intelligence modifier to one damage roll of that spell. This ability reflects your bond with Vecna’s mark, turning pain into a source of strength, unique to your journey.
Level 6: Plagued Doctor
At 6th level, you forge a bond with vermin tied to death and plague—rats, crows, roaches, and vultures. You can telepathically communicate with such creatures within 60 feet, understanding their simple thoughts and conveying basic commands. Additionally, as an action, you can sense through the eyes and ears of one such creature within 60 feet for up to 1 minute, perceiving as if you were in its space (you are blinded and deafened to your own surroundings while doing so). This bond reflects your growing mastery over decay, a skill honed through your time in Vecna’s church, deepening your *Blightsong* curse.
Level 3: Healing Poultices
You gain proficiency with herbalism kits and alchemist’s supplies, crafting tools for your trade. During a long rest, you create three Healing Poultices from rot—vermin, fungi, or scraps. As an action, you apply a poultice to a creature within 5 feet, draining life from a source within 10 feet (e.g., rat, plant, not a creature with 0 HP) to heal the target for your Intelligence modifier (minimum 1) + your wizard level in hit points. If no source is available, you take 1d4 necrotic damage as the poultice pulls from you. Poultices last until your next long rest. This art, born from your Blightsong curse, mirrors the duality of your path—restoring life as you did in Greenhollow, or sowing ruin as you might in Ched Nasad.
Level 3: Contagious Cantrips
At 3rd level, you learn two cantrips of your choice from any class list; these cantrips must deal necrotic or poison damage (such as Chill Touch or Poison Spray). When you cast these cantrips, they use your Intelligence modifier. Additionally, when you cast one of these cantrips, the target must succeed on a Constitution saving throw against your spell save DC or be afflicted with a minor disease of your choice, such as a mild cough or rash. The disease causes 1d4 poison damage at the start of each of the target’s turns for 5 turns or until they succeed on a saving throw at the end of their turn. You can trigger this disease effect a number of times equal to your proficiency bonus, regaining all uses on a long rest. This reflects the early stirrings of your Blightsong curse, spreading sickness through your magic.
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