Base Class: Wizard
Those who study Plague Magic, often called Plague Wizards, Plague Bearers, Heralds of Zacrine, Apostles of Contagion, Plague Casters, and more, are a rare oddity amongst those who study arcane traditions. People could be forgiven for believing that the Wizards who take up study in this form of magic are actually practitioners of twisted chaos magic, but this is not the case. While many of those who study Plague Magic are blessed by Zacrine or devoted to her service, their fascination with life, death, disease, resilience, and rebirth is what really binds the students of Plague Magic together.
Plague Casters, unlike many other wizards, focus not only on resilience but also on getting close to their enemies so that they may test their virulent toxins. Using their intelligence, they craft spells and diseases alike, empowering them to spread through the ranks of their enemies. Undying determination, wit, and an immunity to pain combined with a wizard's unparalleled knowledge of magic create an inexorable advance that will grind anything beneath their feet.
Arcane Alchemical Vigor
Wizards who focus on Plague Magic are constantly exposed to danger whether it be from the enemies they approach or the virulence they wish to spread. As such they must be unstoppable both within and without if they wish to survive. Starting at 2nd level you gain the following abilities.
- Proficiency in Light Armor and Shields
- Proficiency with one type of one-handed melee weapon of your choice that isn’t a rapier, Plague flails, and Blowguns
- Proficiency with alchemy supplies or poisoners kits
- You gain Immunity to disease and resistance to poison damage
- Your maximum hit points increase by a number equal to your total spell slots
Blighted Assault
To spread your poxes, plagues, and pathogens Plague Casters must get close to their targets. With this experience, they also learn how to spread their spells in a similar fashion. You gain the following abilities.
- While you are concentrating on a spell that requires the target to make a saving throw if you hit a target that is currently not being affected by the spell with a melee attack you can choose to treat it as if the spell you are concentrating on was also cast on them or that they are within the spell's area of effect. The effect lasts for a number of rounds equal to half the highest level of spell slot you have. (For example, if the highest level spell slot you possess is a 4th level slot then the effect lasts for 2 rounds.) The effect remains only if you retain concentration on the original spell, and you can only spread a spell this way a number of times equal to your proficiency bonus simultaneously.
- You gain a bonus to constitution saving throws equal to your intelligence when you roll to retain concentration on a spell.
Efluvic Transmission
While Plague Bearers may begin by propagating their infections themselves the goal is for their virulence to spread on its own. Just as their ever-advancing blights creep through populations their spells also begin to slither and squirm from enemy to enemy on the battlefield. Starting at 6th level you gain the following abilities.
- Whenever you cast a cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other.
- When a creature you target with a leveled spell succeeds on an ability check or saving throw against the effect of your spell or succeeds on an ability check or saving throw to remove the effect on a subsequent turn, you can use your reaction to force another creature within 30 ft of it to make the same roll. On a failed roll, that creature receives the effect that was resisted. Your concentration on the spell continues if you're already concentrating on the spell. If succeeding on the saving throw would cause a creature to take half damage from a spell, the second creature targeted by the infecting spell takes no damage if it succeeds on the save and half the spell's damage if it fails. You can also use this feature as an action to move an active spell effect from one willing creature to another willing creature within 30 ft of it without breaking concentration or expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Disgustingly Resilient
Withstanding your own putrid concoctions was only the beginning of your evolution, now instead of resisting their effects you begin to embrace them. The filth that would overwhelm others strengthens you the bloat and rot acting as an unnatural shield for the body within. Starting at 10th level you gain the following abilities.
- Your resistance to poison damage becomes immunity and you gain immunity to the poisoned condition.
- Whenever you spread the effects of one of your spells as described in the blighted assault ability you gain temporary hit points equal to two times the level of the spell you are concentrating on.
- When you die your body erupts with filth, creatures within 10 feet of you when you die must make a Constitution saving throw against your spell save DC as they take 8d6 necrotic damage, or half as much on a successful save, as your insides evacuate themselves.
Miasma of Pestilence
As the cloud of disease grows thick around both you and your spells the effort required to spread your infections becomes second nature. Starting at 14th level you gain the following abilities.
- It no longer requires a reaction to transfer a spell to a new creature via your efluvic transmission ability.
- When a creature fails and ability check or saving throw to remove the effect of a spell you’ve cast or ends their turn in an area under the effect you’re concentrating on that creature can take necrotic damage equal to half your wizard level if you choose.