Sorcerer
Base Class: Sorcerer

Your past is inlaid with dross, disease and decay. You now possess a supernatural connection with plague and pollution that is manifested through sorcery. 

Squalid Spells

1st-level Plague Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Squalid 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 a necromancy spell from the sorcerer, warlock, or wizard spell list.

Squalid Spells
Sorcerer Level Spells
1st bane, purify food and drink, poison spray
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, stinking cloud
7th blight, giant insect
9th contagion, insect plague

Filth-Born

1st-level Plague Sorcery feature

What doesn't kill you makes you stronger. If you are afflicted with a disease or the poisoned condition, you can absorb the condition as an action, regaining a 1st level spell slot. When you take a long rest, any disease or poison is expelled from your body automatically.

You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses during a long rest.

When you reach 6th level in this class, you can use Filth-Born as either a bonus action or an action.

Avatar of Pestilence

6th-level Plague Sorcery feature

Plague has a habit of finding its way to you. Starting at 6th level, you can use an action to remove a disease or status condition from another creature through touch, transferring it to you instead. This condition can be Blinded, Deafened, Paralyzed, Poisoned, or Petrified. A condition acquired this way will be neutralised after 1d6 rounds by your innate magic, but a disease persists until absorbed or cured.

You can do this once per long rest, unless you expend 1 sorcery point to do it again.

Festering Attraction

6th Level Plague Sorcery feature

Starting at 6th level, whenever a creature within 30ft takes poison or necrotic damage, you can use your reaction to take the damage in their stead. You can do this once per long rest, unless you expend 3 sorcery points to do it again.

Epicentre of Corruption

14th-level Plague Sorcery feature

Your magic has become so strong that your body can barely contain it. When you cast a 1st-level sorcerer spell or higher, you can use a bonus action to erupt with putrid energy. You and up to six creatures of your choice within 30ft must make constitution saving throws or be wrought with disease. On a failure, roll on the Plague Table:

 Roll (1d6) Disease  Effect 
 1 Hemophilia  You are vulnerable to Slashing and Piercing damage. 
 2  Yellow Ague You have disadvantage on dexterity checks and attack rolls. 
 3 Spasm of the Psyche  You have disadvantage on wisdom, intelligence, and charisma saving throws. 
 4  Vastatio Viscera You cannot regain hitpoints by any means. 
 5  Throat Blight You can no longer speak. 
 6  Yaws Your AC is reduced by 2. 

The effect lasts for 6 - (target's Constitution modifier) days if untreated. 

This feature can be used once per long rest, unless you expend 5 sorcery points to use it again.

Endless Miasma

18th-level Plague Sorcery feature

Starting at 18th level, plague permeates your soul, suffusing your very being with magic that finds vitality in decay.

At the end of your turn, you can use your reaction to grant up to ten creatures within 30ft temporary HP equal to the amount of damage you took since the end of your last turn. You can use this feature once per long rest unless you expend 7 sorcery points to use it again.

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