Warlock
Base Class: Warlock

Since the dawn of creation, mortals have always utilized what they could see and touch to kill each other in the most efficient way possible, whether it be a weapon or a spell. However, there is a force that exists which has no form, an invisible killer that cannot be touched, cannot be contained, and cannot be stopped. You have made a pact with the origin of all illnesses and diseases to become a vessel of pestilence to spread their creation all throughout the world, and in return you gain the power to destroy an entire civilization with your mere presence. However, plagues are not known to be picky when it comes to their hosts as there are those who also carry the gift of pestilence within themselves, even I they were unwilling to accept it from the beginning.

Expanded Spell List

The Plague lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

inflict wounds, false life

2nd

blindness/deafness, ray of enfeeblement

3rd

bestow curse, stinking cloud

4th

blight, confusion

5th

contagion, cloudkill

Vessel of Pestilence

Starting at 1st level, You become immune to poisons and diseases as you are the vessel for them. You also gain resistance to necrotic damage as your body has built up a tolerance from your pact.

Infectious Aura

Starting at 6th level, the various viruses and bacteria that were bestowed upon you are now filtering throughout every open pore of your body as they attempt to spread to creatures nearby the host, compromising their body and mind in the process. Creatures within 10 ft. of you have disadvantage on constitution and wisdom checks/saving throws. You also notice your body starting to develop symptoms as hives appear throughout your body, and your stomach seems to be suffering from an ailment resulting in light nausea and a bitter, sour taste in your mouth. Along with this, the smell and even the touch of acid does not bother you as it once did. Is this a side effect of the Plague's gift or are the little organisms living within you developing their own gift for their host? You gain resistance to acid damage.

Acidic Ascension

Starting at 10th level, the infection within you has mutated to the point where even your body has physically developed to what some would describe as "a walking tumor" as the hives which plagued you before have evolved into large bloated boils filled with acidic puss. Due to the nature of the acid which resides in these boils, the layer of skin has become so thin to the point where even the slightest pinch would cause these boils to burst. While most would see this as a sign that their time is near, you see it as an opportunity to spread the Plague's gift in a new way. Whenever a ceature successfully hits you with a melee weapon attack, they must make a dexterity saving throw. On a failed save they take 1d8 acid damage + your Charisma modifier (minimum of 1). However, it is not always what's on the outside that matters as the bacteria and viruses have combined with your stomach acid to create a new sticky substance. However, your body can't keep building up this new bile forever as eventually your body will have an acid reflux in order to release the stored bile in order to make room for more, let's hope any creatures standing in the way were planning to take a bath. Once per short rest, you can, as a bonus action, throw acidic vomit within a 5 by 30 ft. line; creatures within the line must make a dexterity saving throw. On a failed save, the creatures take 3d8 acid damage and their movement speed is reduced by half until the end of their next turn. While this may be agony to others, in truth you feel no pain from the acid that is created within you, nor does your body corrode or decay as the various infections and diseases within you have forced your body to mutate along with it , so that it may continue to do as it pleases to its host. You now become immune to both acid and necrotic damage.

Contagious Touch

Starting at 14th level, You have become more than a mere vessel of illness and disease, you have become the embodiment of pestilence itself as even the most faithful of paladins and clerics cannot hope to escape what they cannot see. Creatures within 5 ft. of you become vulnerable to poison, acid, and necrotic damage, resistant if they were immune, and take normal damage if they were resistant. They also lose any immunity to diseases while they are within 5 ft. of you (this effect does not apply to undead and constructs). Though they may try, no creature can truly outrun a sentient epidemic as the moment one creature comes into contact with you, they will lose any hope of survival as well as sentience for themselves, and any creatures foolish enough to try and aid them. Once per long rest, as an action, you touch one creature of your choice and they must make a constitution saving throw. On a failed save, they become infected from a disease of your choice from the list below. The infected creature also loses control of their body and mind until the end of their next turn at which point you gain full control over them (this effect does not apply to undead and constructs). The infected creature can spread the disease to others by making a melee weapon attack against them, at which point the uninfected creature must also make a constitution saving throw at which point the process repeats itself on a failed save until there are no more creatures left to infect. If the creature passes the saving throw, they become immune to diseases from the infected for 24 hours.The disease lasts until all creatures infected are either killed or cured. Creatures that were immune to diseases prior to being infected must be cured to regain their immunity.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

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