Base Class: Barbarian
Whether through fate or bad luck, you have garnered the attention of one of the deities of pestilence and plague and they have decided to endow you with their horrific gifts. You have become a walking plague, a host of all manner of disgusting and painful diseases yet you feel unaffected. Everywhere you go, you share your gifts with those who seem to be very much affected by them. Maybe you shutter yourself away in order to protect the wider public, maybe you embrace these gifts and share them with everyone you can.
Diseased Host
You become a carrier and vector for disease and rot. Starting at 3rd level when you choose this path, you automatically fail any saving throw to resist a disease or save against the poisoned condition. However, you are immune to the effects of all diseases and the poisoned condition. In addition, while suffering from the poisoned condition or a disease, once per turn when you hit a creature with a melee weapon attack, you may deal extra necrotic damage equal to half your barbarian level (rounded down).
You are the host of several diseases. At 3rd level, you gain one disease from the Disease Table. You gain an additional disease at 6th level, 10th level, and 14th level.
While raging, when you hit a creature with a melee weapon attack, you can force them to make a Constitution saving throw equal to your Infection Save DC. You Infection Save DC is equal to 8 + Proficiency Bonus + Constitution Bonus. If the creature fails the saving throw, they become poisoned for 1 minute and gain one disease you carry.
Disease Table
- Devil Boils - Pus-filled boils grow from the creature's skin. The creature gains vulnerability to slashing, piercing and bludgeoning damage.
- Rust Joint - The creature's joints painfully seize up, making movement an excruciating endeavor. On the creature's turn, it can use either an action, or a bonus action, not both.
- Mind-fire Fever - The creature's eyes turn bloodshot, their mind clouded and focusing becomes a monumental challenge. The creature can no longer maintain concentration on spells. Additionally they views all creatures around it as hostile and acts accordingly on it's turn.
- Bone Shivers - The creature feels perpetually cold and suffers from constant shivering. The creature gains vulnerability to cold damage and has disadvantage on attack rolls.
- Wax Flesh - The creature's skin begins to melt like candle wax, sticking to anything it touches. The creature gains vulnerability to fire damage and can no longer make ranged weapon attacks.
- Hack Lung - The creature falls into uncontrollable coughing fits, usually at the worst moments. The creature can no longer cast spells that require vocal components and is unable to speak without falling into a coughing fit. Additionally, the creature is unable to move stealthily.
- Spewing Death - The creature frequently vomits, never seeming to run out of bile to spew until they collapse as an empty husk. At the start of each turn, the creature must make a DC 15 Constitution saving throw. On a failure, the creature spends their turn vomiting, unable to move or act.
- Stone's Curse - The creature's fingers and hands turn to unmoving stone. The creature can no longer hold or interact with objects using their hands. However, their unarmed attacks now deal 1d6 + Strength bludgeoning damage.
Bone Shivers
The creature feels perpetually cold and suffers from constant shivering. The creature gains vulnerability to cold damage and has disadvantage on attack rolls.
Devil Boils
Pus-filled boils grow from the creature's skin. The creature gains vulnerability to slashing, piercing and bludgeoning damage.
Hack Lung
The creature falls into uncontrollable coughing fits, usually at the worst moments. The creature can no longer cast spells that require vocal components and is unable to speak without falling into a coughing fit. Additionally, the creature is unable to move stealthily.
Mind-fire Fever
The creature's eyes turn bloodshot, their mind clouded and focusing becomes a monumental challenge. The creature can no longer maintain concentration on spells. Additionally, they view all creatures around it as hostile and act accordingly on it's turn.
Rust Joint
The creature's joints painfully seize up, making movement an excruciating endeavor. On the creature's turn, it can use either an action, or a bonus action, not both.
Spewing Death
The creature frequently vomits, never seeming to run out of bile to spew until they collapse as an empty husk. At the start of each turn, the creature must make a DC 15 Constitution saving throw. On a failure, the creature spends their turn vomiting, unable to move or act.
Stone's Curse
The creature's fingers and hands turn to unmoving stone. The creature can no longer hold or interact with objects using their hands. However, their unarmed attacks now deal 1d6 + Strength bludgeoning damage.
Wax Flesh
The creature's skin begins to melt like candle wax, sticking to anything it touches. The creature gains vulnerability to fire damage and can no longer make ranged weapon attacks.
Corrupted Flesh
Beginning at 6th level, your very lifeblood becomes a hazard to those who would spill it. Your blood has been replaced by an ichorous pus with that reeks of decay. When a creature within 10 ft. of you hits you with a melee attack, the attacker takes 1d6 necrotic damage as it's splashed with your vile fluids. Additionally, you are now resistant to necrotic and poison damage.
The damage this class feature deals increases at 10th level (1d8), 14th level (1d10), and 18th level (1d12).
Sickening Symbiosis
Your diseased body attracts flies, beetles and other vermin that follow in your wake and burrow within your putrid flesh. When you rage, the vermin become agitated and begin swarming in a 15 ft. aura around you. When a creature first enters this aura for the first time on their turn or starts their turn there, they must make a Constitution saving throw against your Infection Save DC. On a failure, the creature's speed is halved and they cannot take reactions as the vermin swarm the intruder. Additionally, the creature takes poison damage equal to 1d4 + your Constitution bonus.
Horrific End
The horrifying sickness you spread no longer ends upon the death of the host. When a creature affected by one of your diseases dies, it erupts in a 10 ft. radius of filth and plague. Each creature within range other than yourself must make a Constitution saving throw against your Infection Save DC. On a failure, the creature takes 3d6 necrotic damage and gains the disease the dead creature had. On a success, the creature takes half damage and resists the disease.
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