Wizard
Base Class: Wizard

A kenku in black robes and goggles draws blood in a sort of needle, then retreats back into his room to study this plague. A tiefling studies a bottle of a liquid, before releasing it to plague those who shunned him. Yelling to her companions to hold there breath and cover their noses, releases a mist into the air, making it difficult for her enemies to breath. These plague mages are often considered evil like necromancers, but that is not always the case. They seek knowledge about the various plagues in the world, and either seek to cure them, or use them to their advantage. These plague mages are very powerful at making enemies weaker, and curing disease.

Knowledge of Plague

 You become immune to disease. If another creature is afflicted with a disease, you can make a medicine check while touching the creature to attempt to cure the disease. The DC is equal to the saving throw it must make. If you get a natural 20, the creature is cured, and cannot be infected with any disease for 1D10 days. Succeeding the check cures the disease. Nothing happens if you fail. If you get a natural 1, both you and the creature gain one level of exhaustion. If you have the plague in your plague journal, you have advantage on the check.

Plague Journal

You gain a Plague Journal in which you keep information about plagues you have encountered. If you encounter a creature infected with a disease, you can collect its blood to study. If you do, you must use an alchemy set. Studying a disease requires 3 hours and 150 gold pieces. If you have multiple samples from something slightly different, (animals, a different humanoid of opposite gender, a different race,) the time gets reduced by 1 hour, and the money gets reduced by 50, to a minimum of 50 gold, and 1 hour. Once a disease is in your plague journal, you can create it with an alchemy set, and a medicine check. Creating a disease that is in your journal requires 10 minutes. If a disease is in your journal, you have advantage on your check to cure it with your knowledge of plague ability. You can also create a disease yourself by spending 4 hours, and 100 gold. To create a disease, you must roll on the disease creation table. You gain more options when you hit level 6, level 10, and level 14. To set the DC, you can make a medicine check, and the DC is your roll.

Embolden Disease

When you release a disease as an action, you can expend a spell slot to increase its DC save by half the slots level, rounded up. The disease also cannot be dispelled except by a spell at least one level higher than it. You can use any spell slot up to a maximum of 6.

Improved Contagion

You learn the Contagion spell if you don't already know it, and can cast it once without expending a spell slot. You regain the ability to do so after a long rest. When you cast Contagion you can either increase its range to 30 feet, or choose an extra effect of the spell beyond the first.

Suspended Outbreak

You magically create a disease inside a creature within 60 feet of you. Choose the effect, and how the disease is activated. The creature does not have to always be in range to activate this effect. This outbreak deals 4D10 necrotic damage, and gains an extra 1D10 for every turn that the outbreak is not activated. You can choose what the creature does to activate the outbreak, and the damage cannot go over 10D10. You can, however, activate the outbreak with a reaction, if the creature is within 60 feet of you. The effects last for 1D12 hours. You cannot use this ability again until a long rest.

 

Bursting Outbreak

A creature gains boils all over its body. The creature and anyone within 5 feet of it take 8D6 acid damage. The creature cannot regain hit points until the duration is over.

Locking Outbreak

The creatures veins bulge, and the creature gains the paralyzed condition until the effects end. The creature also takes 8D6 necrotic damage.

Puppeteer Outbreak

The creature takes 8D6 poison damage, and if it dies while under the effect of the disease, it becomes and undead, loses class abilities and magic, and gains the undead fortitude feature. The creature obeys you, and has one-third of its previous hit points. When the effect ends, the creature stops being undead, and crumples, decomposing rapidly.

Seizing Outbreak

The creatures senses become overloaded, and it loses control of its body. The creature takes 8D6 psychic damage, and has the effects of the confusion spell until the effects end.

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