Base Class: Warlock
Expanded spell list
The Plaguebearer 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
PLAGUEBEARER EXPANDED SPELLS
1st ray of sickness, Tasha's hideous laughter
2nd: blindness/deafness, gentle repose
3rd: life transference", feign death
4th: vitriolic spheret, aura of impurity *
5th: contagion, antilife shell
Symbiotic Resilience
Starting at 1st level, the pathogens that reside within your body provide a degree of resilience against toxic effects. You have resistance to poison damage and advantage on any checks or saving throws made to resist disease or being poisoned.
Patient Zero
At 1st level the pathogen that pervades your corporeal form is engineered in such a way to prolong its host's existence and provides some passive benefits. You gain the effects of a disease of your choice (see "Diseases"). You may change one disease you carry whenever you take a warlock level. You gain an additional disease at 6th, 10th, and 14th level.
Flare Up. In addition, you can cause the pathogen to flare up, affecting other creatures around you. You have a number of uses of this feature equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest. Once you cause a disease to flare up, you can't do so again until the start of your next turn. Necrotic damage you take as part of a flare up bypasses your damage resistances and immunities, and any temporary hit points you have.
Diseases
When a disease requires a saving throw, you use your Constituion modifier when setting the saving throw DC for a disease flare up
Disease Save DC = 8 + your proficiency bonus + your constitution modifier
If a creature succeeds on a saving throw against a disease flare up it is immune to the effects of that flare up for the next 24 hours. The following diseases are presented alphabetically:
Cysts
Viruses in your cells have made your body hypersensitive to even the most minor scratch. Whenever you take damage, lumps and growths sprout from your epidermis. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1), provided you have taken least 5 bludgeoning, at piercing, or slashing damage since the start of your previous turn.
Flare up. As a bonus action, you can cause the boils and growths covering your body to burst, sending forth the viruses onto surrounding allies. You take necrotic damage equal to y our Warlock level and each creature of your choice within 15 feet of you regains hit points equal to your Constitution modifier quarter of your Warlock level (minimum of 1)
Flesh Rot
Only your own bacteria gets to munch on your flesh. You gain resistance to necrotic damage.
Flare up. As a bonus action, flesh-eating bacteria eats their way across vour skin to your weapons. You take necrotic damage equal to your Warlock level and, for the next minute, your weapon attacks deal additional necrotic damage equal to your Constitution modifier
Gutteruns
You have an iron gut and cannot get food poisoning. You are immune to poison damage and the poisoned condition
Flare up. As a bonus action you vomit onto vour weapons, taking necrotic damage equal to your Warlock level. For the next minute your weapon attacks are poisoned, dealing an additional 1d4 poison damage (increasing to 2d4 at 11th level). When hit by your poisoned weapon(s), a target must succeed on a Constitution saving throw against your disease save DC or become poisoned. Affected creatures may repeat the saving throw at the end of each of their turns. On a success the creature is no longer poisoned
Pale Fever
Where Pale Fever compromises a target’s constituion, it bolsters your own. When you are subjected to a spell or effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail..
Flare up. As a bonus action, your sweat and saliva coat your weapons and hands, carrying with them Pale Fever’s immune-compromising pathogens. For the next minute, your spells and weapon attacks treat all immunities to poison and necrotic damage as if they were resistances, and all resistances to these damage types are ignored.
Symbiotic Fortitude
Begining at 6th level, your symbiotic pathogens are so well-adapted to your internal biosphere that they outcom pete any invading pathogens, rendering you immune to diseases not granted to you by your patron. In addition, when you are subj ected to a spell or effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the sav ing throw, and only half damage if you
Riddled
Starting at 10th level you can cause up to two different diseases to flare up per round You can discharge any flare ups that use a bonus action simultaniously as part of the same, single bonus action.
Autoimmune Assault
Beginning at 14th level, when you hit a creature with an attack, you can instantly cause an autoimmune cascade within the target. This takes a form relevant to the target; for example, a creature without an immune system, such as a fire elemental, might find its own magic quenching the flames that keep it alive
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