Plagueborn Bloodline (5e Subclass)

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Plagueborn Sorcerer[edit]

Sorcerer Subclass

Plagueborn Sorcerers are rare and have unclear origins. Maybe you survived a magical plague, or one of your ancestors made a pact with a powerful ooze in exchange for a fragment of their power. Whatever the source of your power, your magic manifests as plague, disease, and necrotic energies.

Unclean One

At 1st level, you are immune to all poisons and diseases, and you gain resistance to Poison damage.

Inflict Diseases

Starting at 1st level, you know the Infestation cantrip, and you learn the Inflict Wounds spell (they count as Sorcerer spells for you). When a creature fails its saving throw against your Infestation cantrip, you may choose the direction in which the creature is forced to move.

Cloud of Filth

Also at 1st level, when you deal poison or necrotic damage with Sorcerer spell or feature, the excess energies from your vile magic congeal into a cloud of magical filth and disease around you, causing the area within 15 feet of you to become difficult terrain until the start of your next turn. If you move, the field moves with you, remaining centered on you. Creatures immune to being poisoned ignore difficult terrain caused by this feature.

Vile Aura

From 6th level, as a bonus action, you may summon an aura of disease and malady around you. Each creature within 15 feet of you takes a penalty to their Constitution saving throws equal to half your proficiency modifier, rounded up. This field lasts until you dismiss it as a free action, or you become incapacitated or fall unconscious.

Plague Hand

Also at 6th level, you learn to take direct control of the necrose energies surrounding you. Creatures within your Vile Aura are considered to be within Touch range for Sorcerer spells you cast.

Heart of Rot

Starting at 14th level, the sickening magic around you pulses with necrotic vigor in tune with your spells. When you deal Poison or Necrotic damage to a creature subjected to the effects of your Vile Aura, you may expend a sorcery point to ignore resistance to those damage types and treat immunity to those damage types as resistance. Furthermore, whenever you cast a Sorcerer spell of first level or higher, each creature subjected to the effects of your Vile Aura must make a Constitution saving throw against your Spell Save DC or take Poison damage equal to the spell’s level plus your proficiency modifier and be Poisoned until the start of your next turn.

Blur of Malaise

At 18th level, the diseased magic surrounding you manifests as physical particles of filth and poison. While your Vile Aura is active, you are considered to be under the effects of the Blur spell. Creatures inside the aura have disadvantage on Perception checks relying on sight. Finally, when you expend a sorcery point with your Heart of Rot feature, you ignore immunity to Poison damage, Necrotic damage, and the Poisoned condition.

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