Warlock
Base Class: Warlock

Weaponize Your Lethal Illness

Your pact comes from a terrible disease that ravages your blood. Whether it be bacteria, a virus, or some other sickness, you have found a way to enter a symbiotic relationship with the illness within you, gaining magical power from it while allowing it to reproduce and feed inside your body. Your patron is often simple-minded in its goal- spread the disease to all, by any means necessary.

Level 3: Plague Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Plague Spells table, you thereafter always have the listed spells prepared.

Plague Spells
Warlock Level Spells
3 Consumption, Death Armor, Infect, Wither and Bloom
5 Bestow Curse, Creeping Rot
7 Blood Worm, Death Ward
9 Contagion, Septic Shock

Level 3: Disgustingly Resilient

Your patron takes special care to keep you alive, so it may continue to spread. You have an Armor Class of 17 if your AC is lower than that.

In addition, your Hit Point maximum increases by an amount equal to your Warlock level.

Level 3: Diseased Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Poison or Necrotic. If you change the damage type of a spell to Poison, the spell deals 1d10 additional Poison damage to one of its targets.

(ex. you cast the Eldritch Blast spell, and change its damage type to Poison. One target of the spell will take 1d10 additional Poison damage from the spell, assuming you hit them.)

Level 6: Aura of Sickness

The disease within grants you greater power, which manifests as a 30-foot Emanation that originates from you.

Attacks you make and spells you cast ignore a target’s resistance to Necrotic and Poison damage while that target is in the Emanation.

Additionally, you gain resistance to Poison damage.

Level 10: Rotten Physiology

Your biology now closer resembles a zombie. You are immune to the Poisoned condition, and when you take Necrotic or Poison damage, you can use a Reaction to gain immunity to that instance of Necrotic or Poison damage. You can do so once per Short or Long Rest.

Additionally, you don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.

Level 14: Permeating Death

As a Bonus Action, you can empower your Aura of Sickness for 1 minute or until you end it (no action required). For the duration, while an enemy is within the Emanation, it is subject to all of the following effects.

Defenseless. Attacks you make and spells you cast that target the enemy treat immunity to Necrotic and Poison damage as resistance instead.

Frailty. The enemy has a penalty to Strength and Constitution saving throws equal to your Charisma modifier (minimum of minus 1).

Once you use this feature, you cannot do so again until you finish a Long Rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2026 1:33:37 AM
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