Base Class: Sorcerer
You did not always possess arcane gifts within. These abilities were gained through contagious, communicable means. Perhaps a disease that escaped from a plane of high magic, or a parasite gifting you with magical prowess. However infected, these sorcerers are so fundamentally altered by an arcane pathogen that it infuses their blood with the essence of the arcane weave. While this infection is considered to be a gift by some, others believe it to be a curse to possess such abilities. Nations have been known to try to deliberately eliminate those infected by such pathogens, for fear of the common masses gaining powerful arcane abilities. Abilities they may not be able to control.
Disease Magic
1st-level Arcane Infection Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Disease Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Arcane Infection Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, ray of sickness |
| 3rd | blindness/deafness, ray of enfeeblement |
| 5th | animate dead, bestow curse |
| 7th | death ward, vitriolic sphere |
| 9th | contagion,wrath of nature |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Arcane Symptoms
| d6 | Manifestation |
|---|---|
| 1 | Tiny, multicolored dots cover your body. They shimmer like gemstones in dim light or nonmagical darkness |
| 2 | Your eyes shift colors with every blink. |
| 3 | Your skin is extremely warm or extremely cold to the touch. |
| 4 | You sneeze frequently, and you emit a puff of sparkles each time that you do so. |
| 5 | Your spellcasting focus temporarily takes the form of a Tiny thermometer. |
| 6 | A chorus of thousands of sneezes of varying pitch and volume can be heard by you and the target of any of your spells |
Plague Vector
1st-level Arcane Infection feature
The pathogens that grant you your arcane abilities can inflict ailments upon those affected by your spells. When a creature within 60 feet of you takes damage from a spell that you cast, you can use a bonus action to force it to make a Constitution saving throw. The DC for this saving throw is your spell save DC. On a failure, you may choose one of the following effects that will affect it:
- The creature is blinded.
- The creature is poisoned.
- The creature's movement speed is halved until the end of its next turn.
- The creature has disadvantage on any attack roll that doesn't target you.
These effects last until the start of your next turn unless otherwise stated. On a successful save, the target is unaffected. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Blinded
The pathogens that grant you your arcane abilities can inflict ailments upon those affected by your spells. When a creature within 60 feet of you takes damage from a spell that you cast, you can use a bonus action to force it to make a Constitution saving throw. The DC for this saving throw is your spell save DC. On a failure, you may choose the following effect that will affect it:
• The creature is blinded
These effects last until the start of your next turn unless otherwise stated. On a successful save, the target is unaffected. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
DIsadvantage
The pathogens that grant you your arcane abilities can inflict ailments upon those affected by your spells. When a creature within 60 feet of you takes damage from a spell that you cast, you can use a bonus action to force it to make a Constitution saving throw. The DC for this saving throw is your spell save DC. On a failure, you may choose one of the following effects that will affect it:
• The creature has disadvantage on any attack roll that doesn't target you.
These effects last until the start of your next turn unless otherwise stated. On a successful save, the target is unaffected. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Movement Halved
The pathogens that grant you your arcane abilities can inflict ailments upon those affected by your spells. When a creature within 60 feet of you takes damage from a spell that you cast, you can use a bonus action to force it to make a Constitution saving throw. The DC for this saving throw is your spell save DC. On a failure, you may choose the following effect that will affect it:
• The creature's movement speed is halved until the end of its next turn.
Poisoned
The pathogens that grant you your arcane abilities can inflict ailments upon those affected by your spells. When a creature within 60 feet of you takes damage from a spell that you cast, you can use a bonus action to force it to make a Constitution saving throw. The DC for this saving throw is your spell save DC. On a failure, you may choose the following effect that will affect it:
• The creature is poisoned.
These effects last until the start of your next turn unless otherwise stated. On a successful save, the target is unaffected. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Contagious Casting
6th-level Arcane Infection feature
At 6th level, you gain the ability to infuse others with your infectious magic. As an action, you may touch a willing creature and impart a spell onto them. This expends the spell slot used to cast the spell as normal, as well as a number of sorcery points equal to the spell's level. This creature is infected by this spell until they take a short or long rest.
An infused creature may use its action to release the infection. By taking this action, they cast the spell with which you infected them. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Transmissive Burst
14th-level Arcane Infection feature
Starting at 14th level, the pathogen within your body begins to emit intense arcane bursts when you are on death's door. When you must make a death saving throw at the start of your turn, you may choose one creature within 60 feet of you. They must make a Constitution saving throw as a cloud of arcane vapor encircles them. On a failed save, they take 4d12 acid damage and are blinded or poisoned (your choice) until the start of your next turn. Additionally, if the target fails the saving throw, you automatically succeed on your death saving throw for the round. On a success, they take half as much damage, suffer no additional condition, and you must roll your death save as you normally would.
Antibody Buildup
18th-level arcane infection feature
18th-level Arcane Infection feature By the time you reach 18th level, your body has built up supernatural defenses as a result of gaining such power through infection. Arcane barriers spring forth from your skin itself, allowing you to add your Charisma modifier to your Armor Class. In addition to this, you gain immunity to the poisoned condition and poison damage, as well as proficiency in one saving throw of your choice







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