Base Class: Sorcerer
Many in places of great dispair with plagues of varying nature sweeping their land, unknowingly let that pestilence lay dormant, for they thought it simply vanished, transferring it to their children, until in some it sprouts once more, killing them and all around them, but for those that survived such tragedies, they learn to harness their acursed nature, giving it new meaning.
Withered Spells
You gain an expanded spell list
lvl 1: Ray of sickness, tasha's caustic brew
lvl 2: wither and bloom,web
lvl 3: Vampiric touch, stinking cloud
lvl 4: Blight, vitriolic sphere
lvl 5: Contagion, cloudkill
Pestilence
The plagues of the land flow through your body. At 1st level, you gain resistence to Necrotic, and Poison damage.
Poisoned Breath
Starting at 1st level, whenever you cast a spell of 1st level or higher, you can use your bonus action to exhale a large cloud of poisoned air having it briefly surround you. Creatures within 5ft of you take 1d6 necrotic damage, and must succeed on a Dexterity Saving throw against your Spell Save DC or be poisoned until the end of your next turn.
The damage increases to 2d6 at 6th level, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level.
Affliction
Starting at 6th level, whenever you cast a spell that deals poison damage, you may choose to spend 1 sorcery point to deal necrotic damage instead. On a hit or a failed save, they are poisoned until the start of your next turn.
Rotting Touch
Also starting at 6th level, using an action you touch a creature in melee, forcing it to make a constitution saving throw against your spell save DC. On a fail, the target takes 1d8 poison damage and deals only half damage with weapon attacks that use Strength until the spell ends. A charge is only expended if the target fails. If the target is undead it automatically succeeds the saving throw. You cannot use this feature on more than one creature at a time. you may use this feature a number of times equal to your proficiency bonus. You regain all expended use whenever you finish a long rest.
Fear Gas
Starting at 14th level, as an action you can lock eyes with a creature within 30ft of you and forcing it to make a Wisdom saving throw against your spell save DC, on a fail, the creature has all the air in its lungs transmuted into poisonous gas, causing him to hallucinate. The creature is thus frightened, and while frightened like so, it takes 2d8 poison damage at the start of each of its turns for the next minute. The creature can repeat the saving throw at the end of its turns, ending the effect on a success. This feature does not work on undead or constructs, or creatures that do not breath. Once you use this feature you can't use it again until you finish a short rest
The Fourth Horseman
At 18th level, you can assume the form of disease itself, all your flesh and muscle dissolve into a cloud of plagued air, your bones turn black, and become visible.
Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:
•You gain temporary hitpoints equal to half your maximum hitpoints, minimum of 100, You gain immunity to necrotic and poison damage, and your AC cannot be lower than 13 + Dexterity modifier + charisma modifier
•When you first activate this, all creatures of your choice within 60ft of you, must make a Wisdom saving throw, on a failure, the creature becomes frightened by you for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
•When you use Rotting touch, the damage increase to 3d8 necrotic, and you regain hp equal to half the total damage dealt.
• All Poison damage dealt by you can be converted to necrotic.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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