Rogue
Base Class: Rogue

A harbinger of an ancient or arcane sickness and disease, unharmed by its presence as you act as its host, a vessel of its hatred

Marked By Death

You are marked by an ancient sickness that does not harm you but festers around you.
Choose one Plague Aura and one Plague Coating from the lists below. You can choose an additional Aura and Coating at 9th, 13th and 17th level, You can change these options whenever you gain a level in this class. (Beta version, not sure if we are changing it to change on long rest)

  • Plague Auras manifest as 10-foot-radius effects centred on you. Activating an Aura is a bonus action, and it lasts 1 minute or until you dismiss it (no action required). Once used, you cannot use an Aura again until you finish a short or long rest.
  • Plague Coatings are applied as a bonus action to a weapon or piece of ammunition. You can coat a weapon a number of times equal to your proficiency bonus, regaining all uses after a long rest.
  • Your Plague DC for these abilities is (8 + proficiency bonus + Wisdom modifier) and is a Constitution Save when a save is called on unless otherwise stated

Plague Auras

Choose one Plague Aura from the lists below. You can choose an additional Aura at 9th, 13th and 17th level, You can change these options whenever you gain a level in this class. (Beta version, not sure if we are changing it to change on long rest)

Aura of Agony

When a creature enters the aura for the first time or starts its turn there it makes a save, on a failed save, it take an additional half your proficiency bonus in d6 necrotic damage whenever they take damage from your attacks until the start of their next turn

Aura of Contagion

Creatures who end their turn within the aura must make a save or be poisoned until the start of their next turn

Aura of Decay

Creatures who end their turn within the aura take necrotic damage equal to your proficiency bonus.

Aura of Despair

Creatures within the aura at the start of their turn must make a Wisdom saving throw or have disadvantage on saving throws until the start of their next turn

Aura of Dread

Creatures within the aura must make a Wisdom saving throw when they enter or start their turn there or be frightened of you until the start of their next turn.

Aura of Famine

Creatures who start their turn within the aura have their movement speed halved until the start of their next turn

Aura of Fatigue

Creatures within the aura at the end of their turn must make a save or be unable to take reactions until the start of their next turn.

Aura of Pestilence

The aura is [rule​]Heavily Obscured[/rule] to everyone except you

Aura of Withering

Creatures within the aura receive half the effects of healing, but they can make a save at the end of their turn to ignore the effects of this until the start of their next turn

Plague Coatings

Choose one Plague Coating from the lists below. You can choose an additional Coating at 9th, 13th and 17th level, You can change these options whenever you gain a level in this class. (Beta version, not sure if we are changing it to change on long rest)

Blistering Toxin

On a failed save, the target’s movement speed is reduced to 0 until the end of its next turn

Bone Rot

On a failed save, the target’s weapon attacks deal half damage until the start of its next turn.

Lingering Agony

On a failed save, the target cannot regain hit points until the start of its next turn.

Mind-Numbing Plague

On a failed save, the target has disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws until the start of its next turn

Necrotic Bile

On a failed save, the target has disadvantage on concentration checks until the start of its next turn.

Nerve Corrosion

On a failed save, the target has disadvantage on Dexterity saving throws until the start of its next turn.

Pestilent Wounds

On a failed save, the target takes a 1d6 necrotic damage at the start of its next 3 turns.

Rotting Strike

On a failed save, the target’s AC is reduced by 3 until the start of its next turn.

Viral Venom

For the next 2 turns, if you miss an attack against the target, you may still deal Sneak Attack damage (once per turn)

Weeping Sores

On a failed save, the target takes 2d6 necrotic damage if it moves more than 10 feet on its turn

Soul Sickening

You gain to Immunity to disease and poison as it so naturally flows through your body as it is

Soul Sickening Improvement

As it festers the burning fades and you become resistant to Acid damage

Soul Sickening Greater Improvement

As time goes on, even the decay of your body subsides as it becomes accustomed to the rotting constant, giving you resistance to Necrotic damage

Soul Sickening Final Imrpovement

By now, your connection to this rot is so deep that what once harmed can mend you, when a hostile creature or effect would cause poison damage, you heal for half of what it would have dealt

Pestilent Manipulator

You learn to manipulate your Plague Auras and Coatings to greater effect. Choose one Pestilent Manipulation from the list below. You can choose an additional Pestilance at 17th level.

Amplified Pathogen

Once per long rest when a creature within your Plague aura fails a save against a Plague coating, you can either Extend the duration of the Plague coatings effect by 1 round when possible (So if its the end of the next turn, it will be the end of the turn after that), or add your Wisdom modifier to any damage that coating deals

Eldritch Emanation

Increase the range of your Plague Auras to 15 feet.

Improved Coating Rot

Your Plague Coatings ignore resistance to Necrotic damage.

Improved Coating Toxicity

Your Plague Coatings ignore resistance to poison damage.

Lingering Cloud

Creates affected by your Plague Aura remain under its effects even after moving out of it until the end of their next turn.

Shifting Miasma

You can change your Plague aura to another you know as a bonus action

Virulent Spread

When a creature fails a saving throw against one of your Plague coatings for the first time, it must make a save against your Plague Aura if you have it active, as if it were within the aura

Infectious Sneak Attack

Your connection to ancient sickness deepens, Targets who fail a save against your coatings or Aura become marked, during which you dont need advantage to get sneak attack on your attacks, additionally you can forgo the sneak attack damage to apply the effect of a Plague Coating to that attack without expending a use

Avatar of Pestilence

You embody the very essence of eldritch sickness. Choose one of the following manifestations

Death’s Embrace

You become immune to necrotic damage. Additionally, creatures that end their turn within your Plague Aura take additional necrotic damage equal to your Wisdom modifier

Eldritch Rebirth

If you are reduced to 0 hit points, you can use your reaction to explode in a 30-footradius cloud of necrotic miasma, dealing necrotic damage equal to your Sneak Attack dice to all creatures within range. You then reform at 1 hit point in an unoccupied space within the area. You can use this feature once per long rest.

Plague Mastery

Choose an additional Plague Aura, Plague Coating, and Pestilent Manipulation and can use each 1 extra time per rest

(Ill be honest, dont know how to code this one in right now)

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