Base Class: Wizard
Plague and Sickness, blights and rot have existed since the dawn of time. Parasites and Creatures work to consume and rot the world. Blightcrafters have spent their lives studying and honing the disease to the extent where they have managed to weave many arcane sicknesses to their own magics. Resulting in sickness becoming a part of them. Blightcrafters often follow and may on occasion attempt to fight the diseases they hunt and study.
Imbue Sickness
At 2nd level, your illnesses corrode the Weave around you. This allows you to call upon and manipulate them affecting spells you cast. However you must focus on the diseases you wish to conjure between the options bellow. You may have a number of Sicknesses prepared equal to your Proficiency Bonus.
"Her Crown"
Apply this to a spell attack that deals Psychic damage. Target must make a Wisdom save against your spell save DC, If the target fails it goes wild, and attacks the closest creature it can visibly see, if it cannot see a creature it picks a direction and runs. This effect lasts for 1 minute.
(At 17th level, This effect no longer expires and will after combat ends kill the maddened creature)
Blinding Flare
Apply this to a spell attack that deals Radiant damage. Target must make a Dexterity save against your spell save DC, If the target fails its save it is blinded for 1 minute.
Flayers Hex
Apply this to a spell attack that deals Acid damage. Target must make a Dexterity save against your spell save DC, If the target fails they become disarmed and unable to equip weapons for 2 turns.
(at level 11 This as well forces vulnerability to bludgeoning piercing and slashing)
Lingering Flame
Apply this to a spell attack that deals Fire damage. Target must make a Dexterity save against your spell save DC, if the target fails they're set alight for 5 rounds, Taking 2d6 Fire Damage per round.
(This effect goes up to 4d6 at level 5, 6d6 at level 11, and 8d6 at level 17)
Necrosis
Apply this to a spell attack that deals Necrotic damage. Target must make a Constitution save against your spell save DC, or be afflicted by Necrosis for 3 Rounds.
Necrosis: Damage done to this creature deals damage to max HP but not current HP.
Primeval Poison
Apply this to a spell attack that deals poison damage. The affected creature must make a Constitution save against your spell save DC, If it fails the creature becomes poisoned for 1 minute. While poisoned in this way the creature as well takes 1d8 poison damage per round at the start of its turn.
(The damage this deals scales by level , 2d8 at 5, 3d8 at 11, and 4d8 at 17)
Shattering Curse
Apply this to a spell attack that deals Thunder damage. Target must make a Strength save against your spell save DC, If the target fails their armor class is reduced by 2.
(At level 5 you may Target people in a 15ft cone originating in a direction from the spells origin. This cone grows in size to a 30ft cone at level 11, and then a 45ft cone at level 17.)
Spellsickness
Apply this to a spell attack that deals Force damage. Target must make a Intelligence, Wisdom, or Charisma save against your spell save DC, if the target fails they are afflicted by Spellsickness for 1 day.
Spellsickness: Whenever you cast a spell take 2d8 damage. You have disadvantage on concentration checks on spells.
Static Scourge
Apply this to a spell attack that deals Lightning damage. Target must make a Strength save against your spell save DC, if the target fails they may only take one action type for 2 rounds. While under this effect they as well take 2d4 Lightning damage a turn.
(This effect Scales to 3d4 at level 11, and 4d4 at level 17)
Viral Frost
Apply this to a spell attack that deals Cold damage. Target must make a Constitution save against your spell save DC, If it fails the targets move speed is reduced by 10ft for 3 rounds
(At level 5 this effect goes up to 30ft movement reduction. At 11th level this effect now Freezes the target, Making them vulnerable to cold and bludgeoning damage. At 17th level you may attempt to freeze 2 targets)
Invoke Illness
Conjure a arcane sickness chosen under the Imbue Illness table. Invoking an Illness consumes both a Bonus action and a Charge. Invoking an illness as well Forces disadvantage on the saving throw to avoid the illness.
You have a number of charges for Imbue Illness equal to your Intelligence modifier + your Proficiency score, restoring on long rest.
(I cannot add charges to this, please make a note somewhere)
Compel the Weary
Starting at level 6 you can call out to your infected, Compelling them to your whim for a short period of time. Putting them under the effects of command for one round.
You may use this PB Bonus amount of times per long rest. (Make a note)
Transmission
Starting at 10th level, You can begin to spread and control your plagues. Once per turn you can expend your reaction to attempt to (if your illness applies) spread it to another target within 30ft, You may expend a arcane recovery charge to increase the number of targets, up to 3. Alternatively you can expend your reaction to invoke an Illness on an allied creatures attack.
This as well forces a inherent second stack of Disadvantage on Saves against illnesses
Inherent Rot
At 14th level, your Illnesses run deeper than you've seen most run. An infected creature is now Vulnerable to the damage type correlating to the illness it has.
And it imposes a 3rd stack of disadvantage when rolling to save against becoming Ill.