Base Class: Sorcerer
From a Young Age you have had a strange illness, sickness or physical wound, despite treatment the condition never improved. Perhaps you were born during a terrible plague, of an unknown origin, the traces of it still linger on you. Maybe you can Follow your bloodlines back to find the source of a great illness or a carrier of a dormant disease.
The Plague spell corrupts your physical being, those who look upon you can tell you are unwell. At your option, you can pick from or roll on the Plague Spell Sorcerer Quirks list to create a quirk for your character.
Plague Spell Sorcerer Quirks (1d6)
- You have a deep black or green wound or cut on one of your limbs.
- You have a heavy unusually coloured rash.
- You have a moss like rot growing on you.
- Your bones are exsposed on part of your body.
- You Cough and sneeze regularly, often producing blood.
- Your eyes are colourless and you struggle to walk in a straight line.
Plague's Evolution
Starting at 1st level you can choose the form your Plague will take, as it progresses. The damage type associated with each the plague is used by features you gain later. you also gain darkvision to 120ft and access to the Druidcraft cantrip but it doesn’t count against your number of sorcerer spells known.
Corrosion
Your plague's evolution associated damage type is acid damage
Decay
Your plague's evolution associated damage type is Necrotic damage
Neurotoxins
Your plague's evolution associated damage type is poison damage
Psychosis
Your plague's evolution associated damage type is psychic damage
Contagious Trace
Starting at 1st level, As a bonus action, you gain the ability to Pass a trace of your illness onto another creature, you can pass the trace to a target you can see within 60ft, the target is unaware of the contagious trace. When you have Placed your contagious trace on a creature, you gain the following abilities
- You Know the Location of the Creature at at all times until the effect ends
- After you place your Trace on a Creature the target has its movement speed reduced by half until the Trace ends.
The Trace requires concentration and lasts for 8 hour. the trace ends early if you are reduced to 0 hit points.
Aura of Illness
Starting at 6th level, twice per long rest, as a bonus action you can summon the force of your plague in a sickening vortex around you. the aura has a 20ft radius centred upon you. The aura has the following effects.
- When any creatures of your choice enter the aura for the first time or start their turn there they must make a CON saving throw, against your spell save DC on a Failed save the creature become Poisoned. effected can make a CON saving throw at the end of each of its turns, ending the effect on itself on a success.
- When a creature effected by your trace enters the aura they must make a CON saving throw against your spell save DC take 4d8 damage. The damage type of your Aura is determined by your Plague's Evolution. The damage increses by 1d8 at 14th level (5d8) and 18th level (6d8)
Your Aura lasts for 1 Minute, it ends early if you are reduced to 0 hit points. You gain an additional use when you rach 14th level (3 uses) and 18th level (4 uses). The range of your aura also increses by 5ft at level 14th level (25ft) and 18th level (30ft).
Unnatural Energy
Starting at 14th level, your mystical wound has boosted your immune system. You gain resistance to the damage type related to your plague's evolution. You also gain a second effect based upon your plague evolution.
- Neurotoxin: whenever a creature deals poison damage to, you can uses your reaction to force that creature takes the same amount of damage that you do.
- Decay: Necrotic damage cannot reduce your total hit points below 5 + your sorcerer lever.
- Psychosis: The target effected by your trace gains a disadvantage on any intelligence saving throws.
- Corrosion: Once per Long rest, you can give a creature disadvantage when it tries to make a melee weapon attack against you.
Corrosion
You gain resistance to acid damage. Once per Long rest, you can use your reaction to give a creature disadvantage when it tries to make a melee weapon attack against you.
Decay
- You gain resistance to Necrotic damage.
- Necrotic damage cannot reduce your total hit points below 5 + your sorcerer lever.
Neurotoxin
- You gain resistance to Poison damage.
- Whenever a creature deals poison damage to, you can uses your reaction to force that creature takes the same amount of damage that you do.
Psychosis
- You gain resistance to Psychic damage.
- The target effected by your trace gains a disadvantage on any intelligence saving throws.
Plague of Stone
Starting at 14th level, once per long rest, as an action you gain the ability to attempt to petrify a Creature, Effected by your Trace. The Creature must make a CON Saving throw. The DC is 8 + your charisma Modifier. On a failed save the target gains +1 AC but -10ft movement speed, each Round at the start of their Turn. When their movement speed reaches 0 they are Petrified and turned to Black Stone.
Previous Versions
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4/7/2020 6:30:40 PM
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4/9/2020 9:34:15 AM
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4/9/2020 9:37:57 AM
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4/12/2020 11:52:40 PM
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4/18/2020 9:33:40 PM
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4 (Plague Evolution Version)
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Posted Mar 14, 2022As for another ability, maybe some sort of magic ability associated with the plague curse you chose, even just adding a couple of spells from different skill trees depending on the plague curse would be awesome, the one thing it feels like its lacking is more magic, this homebrew definitely piqued my interest, would love to use it in a campaign if my dm lets me.
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Posted Mar 14, 2022Not too sure at the moment, but i feel like for late game, the class is lacking a few abilities, usually around 16th and 18th level there's a couple more abilities, maybe make plague stone 16th or 18th seems really powerful.
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Posted Mar 11, 2022what did you have in mind specifically?
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Posted Mar 8, 2022Add more late game scaling abilities pls....