Pestilence incarnated, enemies who attack you in melee must pass a DC 18 Con save or take 1d8 poison and necrotic damage each.
Untracable mutation: Your connection to disease has made you difficult to eliminate raising your Dexterity and Constitution by 2.
Vile concoction: Your poisons continue to harm after initial application. Whenever you inflict poison damage on a target they take 2d8 poison damage at the start of their turn until they or someone else takes an action to succeed a DC 18 medicine check to end the effect. This effect can stack on a target up to a number of times equal to your Con modifier.
Plague unending: Once per long rest you can unleash a wave of pure pestilence, a cloud of toxin and decay emanates from around you in a 20ft radius sphere that spans around corners and through objects as long as it could not be considered air tight. Targets that enter the cloud or end their turn there must pass a DC 18 Con save or take 5d10 poison and 5d10 necrotic damage and be poisoned and blinded on a fail, half as much and no conditions on a success.
Relentless symptoms: You three times instead of once when you take the attack action and add 3d8 each poison and necrotic damage on a critical hit.
Asymptomatic carriers: Once per day you can spend a minute to protect a number of creatures equal to your Con modifier from negative conditions for one hour. Condition effects that would last past the end of this protection take hold after the protection wears off such as an effect that causes a creature to be poisoned for 8 hours petrification is prevented completely unless an effect re applies the effect after the protection ends.
Cure killer: You gain a Plague Imp familiar.
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