Pestilence Alchemist (5e Class)

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Pestilence Alchemist

Introduction

a guards stands ready for anything at the gate of his town as suddenly a vile containing a unknown liquid lands directly in front of him shattering upon impact with the ground. It only took a few seconds before he suddenly became weary and tired as diseases the light of which the doctors of his town has never seen before infects his body. he falls to the floor. A terrifying painful future awaiting.

Creating a pestilence Alchemist[edit]


Quick Build

You can make a pestilence Alchemist quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution.

Class Features

As a pestilence Alchemist you gain the following class features.

Hit Points

Hit Dice: 1d8 per pestilence Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per pestilence Alchemist level after 1st

Proficiencies

Armor: Light Armor
Weapons: Light Swords or dagger's
Tools: Alchemist tools
Saving Throws: Intelligence and Constitution
Skills: (Pick 2) Arcana, medicine, history, stealth, acrobatics and sleight of hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 7 Glass viles or (b) 5 Glass viles and a dagger or (c) Shortsword with 2 glass viles

Table: The pestilence Alchemist

Level Proficiency
Bonus
Features Max Vials
1st +2 vial creation/improvement,Pestilence Creation 3
2nd +2 Pestilence Cure 4
3rd +2 Subclass Feature,vial creation/improvement 5
4th +2 Ability Score Improvement 6
5th +3 Pestilence Improvement 8
6th +3 Deadlier disease 9
7th +3 vial creation/improvement 10
8th +3 Ability Score Improvement 11
9th +4 Counter Immunity 13
10th +4 Pestilence Explosion 14
11th +4 vial creation/improvement 15
12th +4 Ability Score Improvement 16
13th +5 Pestilence Host 18
14th +5 Intelligent Pestilence 19
15th +5 vial creation/improvement 20
16th +5 Ability Score Improvement 21
17th +6 23
18th +6 24
19th +6 Ability Score Improvement, vial creation/improvement 25
20th +6 Pestilence of the Apocalypse 26

vial creation/improvement[edit]

You may make
1 vial per short rest and 1d3 vials per long rest at 1st level.
1d2 and 1d4+1 at 3rd level
1d3 and 2d4+1 at 7th level
1d4 and 3d4+1 at 11th level
1d6 and 5d4+1 at 15th level
1d8 and 7d4+1 at 19th level

Pestilence Creation[edit]

After years of studying diseases, you have gained the innate ability to create your own disease: once per long rest you can create (at the cost of an empty vial and use of Alchemist tools) 1d4 vials of a fast-acting airborne disease upon the destruction of a vial (more than likely thrown at a Target) any creature within an area of 10 feet around the center point that the bottle must make a Constitution saving throw against a DC 8+Int modifier+proficiency or being infected by the disease, upon a failure it will take 1D4 turns of combat for the Target to feel the effects. Upon successful infection, the side effects are as follows. Target gains one level of exhaustion is poisoned and takes 1D4 damage every round of combat until healed by any means. This effect cannot stack but This ability ignores immunity counter

Pestilence Cure[edit]

Starting a level 2, you create a "cure" for your Pestilence at the cost of your Pestilence vials(at an exchange rate of 1 to 1). You can create a vial that when consumed gives 5 rounds of immunity to being infected. (This ability ignores immunity counter)

Pestilence Improvement[edit]

At level 5, your pestilence grows stronger. Pick one of the following abilities to add to your infection. Your infection radius increases by 5ft, damage per turn increases by your proficiency bonus, or target has disadvantage on saving throws made while infected.

Subclass Feature[edit]

At third level, you chose a pestilence profession. Choose between Pestilence Knight, Pestilence Infectionist, and Pestilence Rogue, all/both detailed at the end of the class description. Your choice grants you features at third level and again at 3rd,7th,12th,17th


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Deadlier disease[edit]

Starting at level sixed you found a way to increase the deadliness of your Pestilence. Pestilence base damage per turn increases by 1d4

Counter Immunity[edit]

Starting at level 9th You dramatically increase the effectiveness of your disease. Any Target that is normally immune to disease will still be effected by the pestilence, but will have advantage against being infected by the pestilence if it would normally be immune

Pestilence Explosion[edit]

At 10th level you find out how to add a little bit of explosive into your pestilence. Once per day you can choose for your passwords to explode out of the hosts. Dealing 3D8 to everyone currently infected with the pestilence every host acting as if a vile had hit the ground where it stood (previous house cannot recontract the plague via this method) any Nonprevious host Target must roll a constitution saving throw or contract the pestilence

Pestilence Host[edit]

At 13th level you program your pestilence to control a corpses mind. when a creature with a CR of 1 or below dies by pestilence damage the pestilence infects and takes over the brain they become a pestilence host. (The level of the killed creature is halfed they become carriers (can infect people via damage)) a pestilence host only lasts 1D4 days cannot wield any weapons that have the finesse traits. You can only have one pestilence host active at a time.

Intelligent Pestilence[edit]

At 14th level you increase the intelligence of your pestilence that now start targeting important targets within a body. (Any newly created infections cause this effect any Pestilence created before this point to not gain this effect) The pestilence begins attacking the nervous system connected to the lower spine. Any person infected with a pestilence has to start rolling strength saving throws every 2D4 turns or be knocked prone for one round of combat (this continues until the target is cured of the pestilence)

Pestilence of the Apocalypse[edit]

At 20th level Your disease becomes perfect so powerful that even gods fear it infecting them. New created vials (ones made before level 20 do not gain this effect) can only be cured by a 9th level healing spell or a wish spell. Cast at 9th level

Pestilence Knight[edit]

A pestilent Knight is a pestilent Alchemist who decided instead of making airborne disease he's going to use his blade to insert the disease directly into the opponent's bloodstream

Pestilence blade

At level three you can choose instead of creating vials of disease (choose whether or not you wish to create vials in a long rest or infuse your gear) you instead soak your blade with the pestilence temporarily infusing it with the disease. Upon a successful attack of the opponent they automatically contract a light dose of your disease instead of the usual potency of your disease and instead only deals the frightened effect (for 2 rounds) and 1d4 damage every turn until healed by any means (This version of the pestilence can act faster sentence it directly enters the bloodstream flip a coin if it lands on heads it affects in the same turn if tails the next (Once someone is infected again for 1D4 combat turns)

Pestilence Spray

At level seven Your sword now soaks up your pestilence when you soak it, once a day you can choose to release all the soaked up pestilence in a single swipe. Every enemy in a 15 ft from directly where you're standing has to roll a constitution saving throw or be infected by the pestilence, this attack works like throwing a vile and the diseases affects act the same way as if you threw a vial

Pestilence Armor

At 12 level you start soaking your armor as well as your sword in the pestilence. If an opponent makes a physical attack against you and are within melee range a plume of pestilence will burst out of your armor at the attacker. If the attacker is not already infected with the pestilence he must make a Constitution saving throw or be infected (as if he was hit with the sword) if a Target is already infected the pestilence grows in power (add 1 D4 to damage taken over time to a Max of 3D 4 damage per turn until healed by any means)

Pestilence aura

At 17th level You're infused armor and weapon have reached their peak infusion. As long as your armor is infused you have a permanent aura 5 ft around you. If a Target enters your aura it needs to roll a constitution saving throw or be infected with the pestilence

Pestilence infectionist[edit]

A pureblooded Pestilence Alchemist who instead of finding new ways to infect someone instead focuses on increasing the power of the pestilence and improving the current method used for infection

Lingering Pestilence

At level three Any new vials of disease created have been made to not disperse as quickly. The pestilence lingers around where it exploded for an additional two turns of combat. Any additional Target that enters the area needs to roll a constitution saving throw or contract the pestilence

Potent Pestilence

At level seven The pestilence grows in power significantly due to you increasing its resistance to medical treatment. The pestilence can no longer be cured by any non-magical(this includes healing potions/disease cures) means though it is still weak against magic so any healing spell catheter on an infected Target will still be cured of the pestilence

Infectious Pestilence

At level 12 the pestilence grows more infectious due to increasing its transmitting ability. If a infected Target is within 5 ft(or within 10 ft for two turns) of a not infected creature the not infected creature. The not infected Target needs to roll a constitution saving throw or be infected by the pestilence (rethrowing a constitution saving throw every additional turn that they are close to the infected Target until they themselves are infected. Every two turns for somebody within 10 ft instead of 5 ft)

the Perfect Pestilence

At level 17 the pestilence has grown near perfect due to your great effort in making it more powerful. It can no longer be cured by any non-magical means as well as can only be cured by a magical means costing a fifth level spell slot higher. The pestilence also greatly increases in danger as every uncured turn the damage of the pestilence increases by one additional damage to a Max of 10 per turn on top of it's usual damage

Pestilence Rogue[edit]

A sneakier pestilence Alchemist who focuses on finding indirect ways to infect people with the pestilence without ever being found out

indirect infection

At level 3 you discover a new indirect way to infect people. Once per long rest instead of choosing to make vials a pestilence rouge can instead choose to capture and create carriers. (a creature that can transmit the disease but not be negatively affected by) either five mosquitoes or one rat. The five mosquitoes upon being used have a 50% chance to be killed by use. and transmit a weaker version of the disease, the mosquitoes have an active range of 120 ft away from the host (traveling at 30 ft per turn) and upon being bitten by the mosquito Target needs to roll a constitution saving throw or be infected by the plague with disadvantage due to it being directly put into their bloodstream by the mosquito. Upon being infected by the weaker plague it takes two terms of combat for the pestilence's sicknesses to start taking over (Target is blind for 2 rounds and takes 1 D4 damage every turn until healed by any means)

The rat has a 90% chance to survive a use (roll a d10 and it dies on a nat 1) it transmits a stronger version of the pestilence but is much easier seen and much easier to avoid. Threat has an effective range of 120 ft (30 ft per round of combat) if the target rolls a perception check of a 15 or higher he can discover the rat attempting to attack him. In which case the rat has to roll a bite against the target's armor class in order to attempt to infect the target. If the target is bitten by the rat it must roll a constitution saving throw with disadvantage as it was put directly into the bloodstream. Upon a successful infection Target gains three turns of blind and 1d4 damage per turn until healed by any means.

Delayed pestilence

At level 7 you discover how to be even more hidden when infecting people. You can now delay showing symptoms of infection until a time you choose. The infected person temporarily becomes a carrier(while they are a carrier any damage they do to another Target that Target will need to roll a constitution saving throw or be infected with the pestilence) until a time of your choice.

Restless Pestilence

At level 12 you modify your pestilence to give your target sleep insomnia. Target gains one point of exhaustion and can only long rest at the cost of 2D10 psychic damage

Perfect Carriers

At level 17 you train your infected carriers to a high extent. Your mosquitoes are now 40% more likely to survive (90% total) infecting someone and you're at Will survive every infection. You also gain the ability to send more one more mosquito off to infect someone per turn. And as long as it is within whatever movement speed the rat has left over from reaching its Target and can go to a different person and also attempt to bite them (2 half movements and two bite actions per turn)

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pestilence Alchemist class, you must meet these prerequisites: 13 int

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: nothing

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