The Maladive

by MommyMoke

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The Maladive

-Maladive-





A peaceful town tells the local adventurers that their water supply has been tainted with a foul disease, infecting the entire town with a sickly stomach ailment. In fact, the true spreader of this disease might be among the party the entire time.
The local wizard's school theorized that a witch has created a powerful hex that has been affecting their academy, causing their minds to rot and their spells to no longer function, not thinking of the possibility that a wizard may have contracted an unsavory illness.
The Maladive are masters of diseases, magical or otherwise. They channel a disease in their body that they control, allowing them to perform abilities unlike any other infected person.

Infected

The Maladive have been infected with a disease that they have the ability to control. There are cases of Maladive that are infected with versions of their diseases that they constantly suffer from as well as Maladive who's bodies do not react to their own diseases.

Maladive can be infected through any number of ways, whether it be a mysterious disease that allows the Maladive to control it, a magical item that infected them, or they were infected by another, much more powerful Maladive.

Ordinary People

Similar to how a Sorcerer may be a normal person before discovering their magical bloodline, a Maladive may be an ordinary person who discovered a magical disease that they were infected with, and learned to control.

Their backstory need not even have anything to do with the discovery of the disease itself. Whichever event in their lives that caused the Maladive to be infected could be entirely mysterious to the Maladive. It could be something as simple as simply being infected with the mysterious illness or as complex as a creation of a plague god being tested upon you, a humble victim of circumstance.

Creating a Maladive

As you build your Maladive, think about how your Maladive came into contact with the disease they are affected with. Were they scratched by a mysterious creature? Did they happen to accidentally create the disease in their workshop? Did the same disease that affects them wipe out their entire town, leaving them the only survivor?

What is your Maladive's relationship with their disease? Do they embrace it and use it to save the innocent? Do they wish to spread their disease as much as possible? Do they reject the disease and wish to find a cure for it? How would they go about finding this cure? Who in their life do they know that the disease might be related to?

How does the diease affect your Maladive? Do they suffer from its symptoms or not, and if so, do they simply ignore it or do they constantly wish for its cure?
























Quick Build

You can make a Maladive quickly by following these suggestions. First, your highest score should be Constitution, followed by Dexterity. Secondly, take the Hermit background.

Class Features

As a Maladive, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium Armor, Shield
  • Weapons: Simple weapons, Blowguns, Longswords, Rapiers, Shortswords
  • Tools: None

  • Saving Throws: Constitution, Strength
  • Skills: Choose two from Athletics, Stealth, Nature, Medicine, Deception, Intimidation, Survival

Equipment

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

  • Leather Armor or Scale Mail, A Blowgun, and 20 Blowdarts
  • (a) Two shortswords or (b) a rapier and a shield
  • (a) A burglar's pack or (b) an explorer's pack
Multiclass

To multiclass into the Maladive class, you need a Constitution score of 13, and to have been infected with a disease.

- Optional Race: Plaguein -





Plaguein Race Warning

The Plaguein race provides a different spin on the gameplay of Dungeons and Dragons in which the player plays as a sentient virus. Due to a lack of previously existing source material on mechanics for this race, it's highly recommended you simply play the Maladive class on it's own before attempting to play the Plaguein race.

A Parasite of Sorts

The Plaguein can best be described as a sentient parasitic virus that binds to a host and multiplies to spread further into the bodies of others. The Plaguein begins it's reign by infecting it's first host, otherwise known as their patient zero, and then begins infecting others.

Plaguein Restriction

You are required to take your 1st level in the Maladive class to be a Plaguein. From there on, you are allowed to multiclass into other classes.

Plaguein Mindsets

While the majority of Plaguein are concerned with sustaining and spreading their virus, they're also surprisingly morally varied. A Plaguein born through The Hate Plague might be a warrior seeking combat while a Plaguein born of The Spell Flu might be interested in seeking knowledge.

Plaguein Traits

Ability Score Increase: Your Constitution score increases by 2
Age: Plaguein can usually live for about 1000 years but this lifespan can be extended or cut short depending on the lifespans of their hosts.
Alignment: Plaguein alignment is usually dependent on the virus they are born from, however, due to the Plaguein being intelligent creatures, their alignment can change depending on their environment and cultural influence.
Size: Plaguein size is dependent on their host.
Speed: Your base walking speed is dependent on your host.
Host: As a sentient virus, you're dependent on your host body, a body with which you were able to take complete control of through infecting them. When you use the Maladive class's Infect feature on a humanoid creature, if it is a creature who's CR is equal to or less than half your level (rounded down), you may attempt to take control of that creature's body. That creature must succeed a saving throw against your malady or become your host, allowing you to take control of their body. This control becomes permanent after 24 hours.

During this 24 hour period, a creature may attempt to force you out of the host using a Wisdom (Medicine) check against your Infection Save DC if you're restrained, by casting a Remove Curse spell on the host, or using any spells or features that cure diseases. If the creature remains your host for 24 hours, you take complete control of them and you can no longer be unwillingly forced out.





If you willingly leave the host after this 24 hour period, you may choose for the previous host to die or to become another Plaguein of the same type as your malady.

Controlling a host allows you to gain the use of any features or actions naturally attributed to them, however, you must select one feature or action to remove from your host and their ability scores, hit points, skill proficiencies, proficiency bonus, ability score improvements, and AC are replaced by your own.

Starting at 1st level, you may choose a race or humanoid creature of CR 1/2 or lower to be your starting host. You may only change hosts once every long rest.
Host Reliant: When you are expelled from your host or generally do not have a host, you become a tiny creature with the ooze creature type and a movement speed of 5ft.

For every long rest you take without a host, you gain 1 level of exhaustion. An allied creature within 5ft of you may use their action to either spread you on a blowdart and fire said blowdart or force you into a creature in an attempt to make them your new host. When a creature does this, the target creature must succeed against your Host feature or become your new host.
Languages: You speak common and another language of your choice associated with your starting host.

Plaguein Subraces

Plaguein Subraces are determined by which Malady you chose as your 1st level in the Maladive class.

The Hate Plague

Ability Score Improvement: Your Strength score increases by 1.
Rage Training: You gain proficiency in 2 martial weapons of your choice and heavy armor.

The Zombie Infection

Ability Score Improvement: Your Strength score increases by 1.
Infect Corpse: You can use your Host feature on dead creatures.

The Black Death

Ability Score Improvement: Your Dexterity score increases by 1.
Toxicologist: You gain proficiency in the Stealth skill and in Poisoners Kits.

Wild Illness

Ability Score Improvement: Your Charisma score increases by 1.
Lucky Infected: When you roll a 1 on the d20⁠ for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

The Spell Flu

Ability Score Improvement: Your Intelligence score increases by 1.
Steal Memories: When a creature becomes your new host, your DM may provide important information and memories on the creature you infected.

The Blood Cure

Ability Score Improvement: Your Strength score increases by 1.
Pure Blood: You are immune to poison damage and have advantage on saving throw against being poisoned.

Temporal Taint

Ability Score Improvement: Your Wisdom score increases by 1.
Temporal Advantage: On your first turn of combat, when you use your Infect feature for the first time on a creature, the target creature has disadvantage on their saving throw or you have advantage on the attack roll if you used the Infect feature by attacking with a blowdart.

Optional Plaguein Quirks

Depending on which malady your Plaguein is based on, you may choose to have one of the following quirks.

Malady Quirk
The Hate Plague You tend to go through violent mood swings, especially in situations of great excitement or stress such as combat or a drinking party.
The Zombie Infection Your host has the physical appearance of a corpse such as blue-ish skin, odor that smells of rot, and looking as though you're not breathing.
The Black Death You have an obsession with the symptoms you or other diseases inflict and tend to analyze them with glee.
Wild Illness Roll on the Wild Illness Quirks Table
The Spell Flu You're obsessed with magical studies and anything magical.
The Blood Cure You delight in the taste of blood and tend to describe the different tastes of different blood types as one would describe the flavor of a wine.
Temporal Taint You tend to talk in different tenses or as though certain events that have not happened yet have already happened.

Magic Items

The following is a list of magic items you can use in your campaign to fit the theme of a disease based character or to add to your Maladive.

Plaguein Doctor's Mask

Wonderous Item, Uncommon, Requires Attunement

This mask is an enchanted mask Plaguein doctors usually force their hosts to wear as a means of preventing their host from catching any other illness.

The mask takes different looks depending on the Plaguein who made or wore it, for example, a Plaguein born from The Black Death may have the mask take on the looks of a traditional plague doctor while Plaguein born from The Spell Flue may wear a cloth mask covered in arcane writings.

A creature wearing this mask is immune to all magical and non-magical diseases. A Plaguein or Maladive wearing this mask is immune to other diseases created by other Maladives and cannot be affected by a Plaguein's Host feature.

Malady Vial

Wonderous Item, Very Rare

This vial contains pure extract of a malady. As an action, a creature can choose to unleash the contents of the vial, throwing it and smashing it on the ground at a point they can see within 120ft feet. Each creature in a 30ft radius around the vial must succeed a saving throw against the malady or take 8d6 damage of the vial's type and become infected with the malady.

A creature does not repeat their saving throw against the malady at the end of each of their turns when it is used this way and can only be cured of the malady through a Remove Curse spell from a spellcaster who is able to cast 5th level spells.

The DM can determine which Malady the vial contains by rolling on this table.

d6 Malady
1 The Hate Plague
2 The Zombie Infection
3 The Black Death
4 Wild Illness
5 The Spell Flu
6 Temporal Taint

The DM can also choose for the vial to contain a strand of The Blood Cure. If the vial contains The Blood Cure, the creature that threw the vial is able to drain blood from infected creatures as though they used the Infect feature.

Malady Change

If a Maladive drinks the contents of the vial, the malady overpowers their own, causing the Maladive's malady to change to the same malady contained in the vial. The Maladive loses all features associated with their previous malady and gains the features associated with the one contained in the vial. Additionally, they may choose to replace all of their developed symptoms with new ones.

The Maladive
Level Proficiency Bonus Features Infected Developed Symptoms Virus Points
1st +2 Malady, Infect, Weaken Enemy Immune System 1
2nd +2 Develop Symptoms 1 1 2
3rd +2 2 2 3
4th +2 Ability Score Improvement 2 2 3
5th +3 Extra Attack 2 3 4
6th +3 Malady Feature 3 3 4
7th +3 Internal Antidote 3 3 5
8th +3 Ability Score Improvement 4 3 5
9th +4 4 4 6
10th +4 Cellular Compensation 4 4 6
11th +4 4 4 7
12th +4 Ability Score Improvement 5 4 7
13th +5 Enhanced Immune System 5 4 8
14th +5 Malady Feature 5 4 8
15th +5 Viral Syncopation 6 4 9
16th +5 Ability Score Improvement 6 4 9
17th +6 6 4 10
18th +6 Malady Feature 7 4 10
19th +6 Ability Score Improvement 7 4 10
20th +6 Viral Killer Unlimited 4 10

Malady

Starting at 1st level, you are infected with a malady that you can magically control. All maladies are detailed at the end of this class.

Your choice grants you features at 1st level, and again at 6th, 14th, and 18th level.

Infect

Starting at 1st level, you gain a special action. You can release a magical disease that is stored in your body against a target creature within 5ft of you. The target creature must succeed a saving throw against your Infection Save DC or take 1d8 damage and become infected by your disease. The damage type, saving throw type, and what your disease does are determined by what your Malady is. If the target creature rolls a natural 1 on their saving throw, the creature takes double the damage of this feature.

Malady Damage Type Saving Throw
The Hate Plague Psychic Wisdom
The Zombie Infection Necrotic Constitution
The Black Death Poison Constitution
Wild Illness Random Charisma
Spell Flu Force Intelligence
The Blood Cure Necrotic Constitution
Temporal Taint Lightning Wisdom

Infection Save DC = 8 + your proficiency modifier + your Constitution modifier.

The number of creatures that can be affected by your disease at a time is equal to the amount listed in the Infected column of the maladive class table. When the number of infected creature's exceeds the limit of creatures you can have infected at a time, you may end the infection of a target creature early. Additionally, as an action, whenever you make a ranged attack with a blowgun, you may choose to infect one of your darts with your disease, causing a creature to take the damage of the Infect feature whenever you do so and causing the target creature to become infected on a hit.

Weaken Enemy Immune System

Starting at 1st level, when you deal poison damage to a creature, creatures immune to poison damage are treated as resistant to poison damage instead and creatures resistant to poison damage are treated as not resistant. Additionally, creatures normally immune to diseases are not immune to your disease.

Develop Symptoms

You begin to evolve your malady further, allowing you to customize it's symptoms, all the while physically changing your body.

Starting at 2nd level, choose one symptom to develop. Developed symptoms are detailed at the end of the class description. You develop new symptoms as you level as shown on the Developed Symptoms column of the Maladive class table.

Additionally, when you gain new levels in this class, you can choose of the symptoms you have developed and replace it with a different symptom.

Symptom Traits

Each symptom has an associated trait, a physical showing of the symptoms of your malady and it's capabilities. Each trait also has an associated feature you may use. You may collectively use symptom trait features a number of times equal to your Constitution modifier per long rest.

If you are currently under the effects of a symptom trait's feature that has a duration and then use a second symptom trait feature with a duration, the first symptom trait feature ends.

Symptom Upgrades

Each symptom has a list of upgrades that grant you additional features and cause the symptoms of your malady to become clearer and stronger. Some of these symptom upgrades require you to spend Virus Points, or "VP". The amount of VP you have is displayed in the Virus Points column of the Maladive class table.

If a symptom upgrade modifies a specific attack or your Infect feature, you may only use one upgrade per attack on a turn.

Virus Points

You regain all expended Virus Points when you finish a long rest. Alternatively, you may use your bonus action to deal 1d10 damage to yourself and regain an amount of VP equal to half the damage dealt (rounded up). This damage cannot be reduced through any means unless otherwise specified by a feature in this class. Lastly, when using this feature to deal damage to yourself, this feature ignores any temporary hit points you may have.

Picky Immune System

Starting at 2nd level, you become immune to non-magical diseases.

Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, when you use your action to use your Infect feature or to fire blowdarts infected with your malady, you may use it twice instead of once.

Internal Antidote

Starting at 7th level, your malady has given you the power to create counter-measures for other diseases and toxins.

As an action, you may expend a VP to cure a disease or end the poisoned condition on a target creature within 5ft of you.

Cellular Compensation

Starting at 10th level, when you deal damage to yourself to regain VP, you gain temporary hit points equal to half the damage dealt.

Enhanced Immune System

Starting at 13th level, you add double your proficiency bonus to Constitution saving throws.

Viral Syncopation

Starting at 15th level, when a creature rolls a saving throw against your Infect feature, that creature does not add any proficiency bonuses to the roll.

Viral Killer

Starting at 20th level, your malady is in it's deadliest stage. The amount of creatures able to be infected by your Malady no longer has a limit. Additionally, if a creature with 25 hit points or less or is CR 1 or lower fails a saving throw against your Infect feature, that creature instantly dies.

Malady

You may select from the following Maladys.

The Hate Plague

The Hate Plague is a sickness that affects the mind and causes maddening rage, causing the infected creature to attack wildly and savagely.

Infect: Mood Swings

Starting at 1st level, when you use your Infect feature on a creature, the infected creature starts to go through mood swings of anger.

At the beginning of an infected creature's turn, they must use their action to attack the creature closest to them. At the end of an infected creature's turn, they may re-roll their saving throw. If two creatures are within the same distance of the infected creature, the DM determines which creature the infected creature attacks. Creatures immune to the Charmed condition have advantage on saving throws against this malady.

A creature that has succeeded this saving throw cannot be affected by it again until the end of your next turn.

Intimidating Presence

Starting at 1st level, your malady makes you scarier to behold. When you roll a Charisma (Intimidation) check, you may use your Constitution modifier instead of your Charisma modifier for the roll.

Provoke Infected

Starting at 6th level, when an infected creature deals damage to another creature, you may use your reaction to cause the attack to deal an additional 1d8 damage. This additional damage is the same damage type as the creature's attack.

Selective Rage

Starting at 14th level, infected creatures no longer attempt to target allied creatures for attacks.

Berserker Infected

Starting at 18th level, as an action, you may target an infected creature and cause them to enter a mind splitting rage. That creature's next attack has advantage. On a hit, the infected creature's attack deals double damage. At the end of the infected creature's turn, they take 8d6 psychic damage if they fail their saving throw against your Infect feature.

Once you use this feature, you cannot use it again until you finish a long rest.

The Zombie Infection

The Zombie Infection is a horrible illness that can cause the host creature to become an undead when they die.

Infect: Marked for Undeath

Starting at 1st level, when you use your Infect feature on a creature, the infected creature begins to physically wither.

An infected creature's AC is reduced an amount equal to your proficiency bonus. A creature may re-roll their saving throw at the end of their turn.

Maladive Fortitude

Starting at 1st level, you begin to share traits with undead-like creatures. If an attack were to reduce you to 0 hit points, you may use your reaction to instead drop to 1 hit point.

Once you use this feature, you cannot use it again until you finish a long rest.

Raise Infected

Starting at 6th level, as a reaction, when an infected creature dies, you may raise it as a zombie, using the zombie statistics from the Monster Manual. You command the zombie as though you were using the Animate Dead spell. The amount of zombies you have count against the number of infected creatures you can have at a time.

When you reach 20th level, you may only have 7 zombies at a time.

Malady Inure

Starting at 14th level, creatures that you raise as zombies gain the following effects

  • Their hit point maximum increases an amount equal to your proficiency modifier
  • Their attacks are considered magical for the purposes of overcoming resistances.
  • Zombies add your proficiency bonus to their damage rolls.

Undeath Explosion

Starting at 18th level, as an action, you may target one of your zombies and cause them to explode, killing the zombie in the process. Each creature within a 10ft radius of the zombie must succeed a Dexterity saving throw or take 4d8 necrotic damage and become infected on a failed save or half as much on a successful save.

You may use this feature a number of times equal to your Constitution modifier per long rest.

Wild Illness

The Wild Illness is a disease created as a prank from the fey.

Infect: Wild Virus

Starting at 1st level, when you use your Infect feature on a creature, the infected creature must roll on the following table at the start of their turn.

d8 Effect
1 The creature begins to vomit bubbles from it's mouth as it cannot speak until the start of it's next turn, additionally, the creature cannot concentrate on spells that it is casting.
2 The creature randomly teleports to an unoccupied space within 20ft of it.
3 The creature is struck with a bolt of lightning, taking 2d6 lightning damage.
4 The creature must spend it's turn dancing in place, causing it's movement speed to become 0 until the start of it's next turn.
5 The creature explodes, causing each creature within 10ft of it to roll a Dexterity saving throw or take 2d10 fire damage or half as much on a successful save.
6 The creature is transformed into a flumph as though it were affected by the Polymorph spell until the start of it's next turn.
7 The creature is shrunk as though it were affected by the reduce portion of the Enlarge/Reduce spell until the start of it's next turn.
8 2d4 gold pieces fall from the creature's ear.

A creature affected by your malady can repeat their saving throw at the end of their turn.

Chaos Virus

Starting at 1st level, when you roll to determine your Infect feature's damage, your roll also determines it's damage type. Use the table below to determine the damage type. When a Symptom mentions your malady's damage type, roll on the table to determine the damage type for that symptom. Additionally, the first time a creature rolls to determine the effect of the malady through the Infect: Wild Virus feature, if they roll the same number as the damage type, you may target a creature within 60ft of that creature and use your Infect feature against them.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Wild Insurance

Starting at 6th level, when you use your Infect feature, you may choose to give the creature disadvantage on the saving throw or yourself advantage on the attack roll if attacking using a blowdart.

When you do so, roll on your Wild Virus table after the results of the first roll have been determined. The effect that occurs on this roll happens to you.

Control Wild Virus

Starting at 14th level, when a creature roll on the Wild Virus table, you may use your reaction to force the creature to roll twice. You may choose which result they take.

Elemental Chaos

Starting at 18th level, when rolling for damage with your Infect feature, you roll 2d8 instead of 1d8. When you do so, chose one of the numbers rolled to be the damage type for your Infect feature.

Optional Character Quirk: Wild Influence

When your character is infected by the Wild Illness malady, you may choose for the character to be affected by one of the following quirks or, alternatively, you may roll on this table each time your character finishes a long rest.

Wild Quirk Table

d12 Quirk
1 You have an insatiable craving for odd combinations of food or beverages such as a peanut butter and ketchup sandwich or a cup of ice cream and gravel.
2 At random points throughout the day, when you open your mouth, random sounds such as music or full conversations occur.
3 You always seem to forget the name of whatever object you're currently holding.
4 You strike dramatic poses throughout the midst of battle even when nothing dramatic or flashy is occuring.
5 Your eyes shift to random colors throughout the day depending on your mood and the temperature.
6 Your height and weight randomly shifts throughout the day but no more than 1ft taller or shorter and no more than 10lbs heavier or lighter.
7 All of your hair falls out and regrows in almost an instant at random points throughout the day.
8 Sounds you make when you eat are exponentially louder and more obnoxious.
9 You suddenly treat a random non-playable character or a different player character as though you were life-long friends and concoct false stories of your time or adventures together.
10 You develop a crippling fear of a random humorous or particularly rare animal such as beavers or ducks.
11 Random and often strange creatures and characters appear and vanish as quickly as they came at random. Some examples of these can include ghosts, aliens, an older looking version of yourself claiming to be from the future, a flamboyant man or woman who thinks you're an actor in a play and says they're "enjoying the show", an intimidating dragon with an unnaturally high pitched voice, a flumph who has transformed into a lich, or anything else the DM may come up with. The DM may choose for random characters that appear through this quirk to be included for long term story purposes or simply to be quick comedic jokes.
12 You incorrectly describe certain sensations, colors, or shapes such as claiming that something that is sweet is actually sour despite tasting the fact it's sweet. This quirk does not cause you to misunderstand what these sensations, colors, and shapes are, it simply causes you to describe them incorrectly.

Spell Flu

The Spell Flu is a malady that prays on magic casters, draining their magical ability.

Infect: Magic Affluence

Starting at 1st level, when you use your Infect feature on a creature, the infected creature's saving throws against spells are reduced an amount equal to your proficiency bonus.

A creature can repeat their saving throw at the end of their turn.

Malady Spellcasting

Starting at 1st level, your malady grants you the ability to cast spells.

Spell Flu Spellcasting Table
Level Cantrips Spells Known 1st 2nd 3rd 4th
1st 2 3 1 ----- ----- -----
2nd 2 3 2 ----- ----- -----
3rd 2 3 2 ----- ----- -----
4th 2 4 3 ----- ----- -----
5th 2 4 3 ----- ----- -----
6th 2 4 3 ----- ----- -----
7th 2 5 4 2 ----- -----
8th 2 6 4 2 ----- -----
9th 2 6 4 2 ----- -----
10th 3 7 4 3 ----- -----
11th 3 8 4 3 ----- -----
12th 3 8 4 3 ----- -----
13th 3 9 4 3 2 -----
14th 3 10 4 3 2 -----
15th 3 10 4 3 2 -----
16th 3 11 4 3 3 -----
17th 3 11 4 3 3 -----
18th 3 11 4 3 3 -----
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Spell Flu Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Spell Flu Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Plague Magic

Starting at 6th level, when you use your Infect feature as an action, you may cast a cantrip using a bonus action.

Spell Drain

Starting at 14th level, your malady begins to drain the magic from magic users. At the end of an infected creature's turn, if the creature fails their saving throw against your Infect feature, that creature loses one of their spell slots. The spell slot they lose is equal to the highest level spell for which you have the ability to cast. If the creature has no spell slots to drain of that level, drain an available spell slot lower than that. If you successfully drain a spell slot, you regain an expended spell slot equal to the one you drained.

You may only drain spell slots twice per long rest.

Magic Removal

Starting at 18th level, you can instill a magically super charged strand of Spell Flu. As an action, target a creature within range of your Infect feature. That creature must succeed an Intelligence saving throw or become permanently unable to cast spells and cantrips and the creature has disadvantage on all saving throws against spells and Intelligence (Arcana) skill checks made to find information on spells, magic, or magic items.

This effect lasts until you use this feature again. This effect can be removed through a spellcaster that has a spell slot of 4th level or higher using a Remove Curse spell or if you willingly end the effect on the target creature.

Creatures with the ability to cast 5th level spells or higher have advantage on this saving throw and creatures with the Magic Resistance feature also have advantage on this saving throw.

The Blood Cure

The Blood Cure is an illness created through blood magic that allows the maladive to drain blood from their victims and use it to their whims.

Infect: Hemodrain

Starting at 1st level, when you use your Infect feature on a creature, that creature's blood begins slowly draining. As a bonus action, you may drain each infected creature's blood, causing them to take damage equal to your proficiency modifier.

You then store the amount of damage dealt by this feature in your "Blood Pool", a visible trail of blood that pools beneath your feet or floats in the air around you. The amount of blood you can have stored in your Blood Pool is equal to your level x 3. You may use your blood pool for several features. Blood that you have not expended by the end of your next turn vanishes.

A creature can repeat their saving throw against this malady at the end of each of their turns.

Blood Pool Uses

Hemobullet: As an action, you may expend a number of blood in your blood pool to fire a bullet of blood in a line that is 60ft long and 5ft wide. Each creature in that line must succeed a Dexterity saving throw or take 1d6 + the amount of blood you expended as necrotic damage or half as much on a successful save.

Hemoarmor: At the end of your turn, you may cause blood that you have not expended to become an amount of temporary hit points equal to the amount of blood in your blood pool.

Hemoheal: As an action, you may target a creature you can see within 60ft and expend a number of blood in your blood pool to heal the target creature an amount of hit points equal to half the number expended (rounded up)

Enhanced Humor

Starting at 1st level, your hit point maximum increases by 1 and increases by an additional 1 hit point whenever you take a level in this class.

Self-Bloodletting

Starting at 6th level, when you deal damage to yourself to increase your VP, half of the damage dealt is added to your Blood Pool.

Drain Corpse

Starting at 14th level, when an infected creature's hit points drop to 0, you may add to your blood pool an amount equal to double your proficiency modifier.

Flood of Blood

Starting at 18th level, as an action, you may drain the blood out of every target creature within 60ft of you. Each creature must succeed a Constitution saving throw or take 4d6 necrotic damage or half as much on a successful save. Half of the total damage dealt through this feature is added to your blood pool.

Once you use this feature, you cannot use it again until you finish a long rest.

Temporal Taint

The Temporal Taint is an illness that affects one's placement in time and can have a number of time related effects.

Infect: Displacement

Starting at 1st level, you can begin affecting a creature's placement in time. A creature infected with this malady is forced above or below one step on the initiative order (your choice) until they are no longer infected.

When you or an allied creature attacks an infected creature, one of the following effects occurs depending whether or not the target creature is above or below them on the initiative order.
Above: The infected creature takes an additional 1d4 lightning damage from the attack.
Below: The attacker adds a +1 bonus to the attack roll.

A creature can repeat their saving throw against this malady at the end of each of their turns.

Time Perception

Starting at 1st level, you add your Constitution modifier to initiative rolls.

Increase/Decrease Speed

Starting at 6th level, you may cast the Haste or Slow spell each once per long rest. Constitution is your spellcasting modifier for these spells.

Stasis

Starting at 14th level, as an action, you may target an infected creature and force them to roll a saving throw against your malady, on a failed save, the creature becomes stunned until the end of your next turn. While stunned this way, they are temporally locked in place and cannot be moved in anyway.

Once you use this feature, you cannot use it again until you finish a long rest.

Reverse Time

Starting at 18th level, you begin aging slower. Every 5 years is now treated as a single year for determining your age.

Additionally, as an action, you can reverse the events of time that have occurred. When you do so, choose a target creature within 60ft of you. That creature, if unwilling, must succeed a saving throw against you malady or be brought back to the beginning of their last turn.

This causes the following things to occur to that creature

  • The creature moves back to the space they were in at the beginning of their last turn if able.
  • The creature's hit points are reset back to what they were at the beginning of their last turn.
  • Any expended resources such as Ki Points, features such as those that can only be used once per long rest, or spell slots are reset back to what they were at the beginning of the target creature's last turn.

This feature does not cause spells or abilities that affected the target creature before being reset to be restored nor does it cause a creature that has lost concentration on a spell to regain concentration on that spell.

Once you use this feature, you cannot use it again until you finish a long rest.

The Black Death

The Black Death is a horrifying malady that slowly kills it's host body.

Infect: Slow Death

Starting at 1st level, when you use your Infect feature on a creature, the infected creature begins to slowly die.

At the start of an infected creature's turn, that creature takes 1d6 poison damage. An infected creature may re-roll their saving throw at the end of their turn.

Plague Antibody

Starting at 1st level, you are immune to poison damage and the poisoned condition.

Black Sickness

Starting at 6th level, creatures infected by your malady are affected by the poisoned condition.

Spread Plague

Starting at 14th level, at the end of an infected creature's turn, you may select one target that is currently not infected within 5ft of the infected creature. The target creature must succeed a Constitution saving throw or take 1d8 poison damage and become infected.

Viral Payload

Starting at 18th level, as an action, you may cause great pain to each infected creature. Every creature infected by your malady must succeed a Constitution saving throw or take 6d6 poison damage or half as much on a successful save.

Once you use this feature you cannot use it again until you finish a long rest.

Symptoms

You may select from the following symptoms.

Fever

A fever is an increase in body temperature. Using this symptom, you can control the body temperature of yourself or others.

Trait: Your physical form is hot or cold to the touch, especially when touching the cheeks or forehead. You constantly change your body temperature to suit hot or cold environments, making you immune to hot or cold weather. Additionally, as a reaction, when you would take fire or cold damage, you may choose to become resistant to it.

Upgrades

Inflict Fever (2nd Level)

When you use your Infect feature on a creature, you can expend a number of VP to deal fire or cold damage to the infected creature an amount equal to 2 x the number of VP expended.

Temperature Wave (5th Level)

As an action, you may expend 2 VP to emit a wave of feverish heat or chills in a 20ft radius around you. Each creature within 20ft of you must succeed a Dexterity saving throw or take 3d8 fire or cold damage or half as much on a successful save.

Mold Body Temperature (11th Level)

Creatures affected by your Infect feature lose resistance to fire or cold damage (chose one) and become resistant to your chosen type if they are immune.

Heat Stroke (17th Level)

When a creature fails their saving throw against your Infect feature, you may use your bonus action to expend 8 VP to cause that creature to become vulnerable to fire or cold damage (your choice) until they are no longer infected.

Vomiting

Your malady begins to cause symptoms of a stomach bug, thus, causing creatures to vomit.

Trait: As an action, you may choose to vomit a sickening puddle of your malady in a 10ft radius centered on a point you can see within 60ft. Each creature in that area must succeed a saving throw against your malady or take 1d8 damage and become infected. The damage and saving throw type are the same as your malady.

This damage increases by 1d8 at 5th level (2d8) and again at 17th level (3d8).

Projectile Vomit (2nd Level)

As an action, you may expend 2 VP to create a line of slippery vomit that is 5ft wide and 30ft long that remains for 1 minute or until you use this feature or another upgrade with a duration again. A creature that starts it's turn in this area must succeed a Dexterity saving throw or fall prone.

Debilitating Stomach Bug (5th Level)

As a bonus action, when you use your Infect feature on a creature, you may expend 3 VP to cause that creature to be violently ill. A creature must use their action to begin vomiting when affected by this feature. A creature no longer needs to vomit at the end of their turn and cannot be affected by this upgrade again until they finish a long rest.

Rumbling Stomach (11th Level)

Creatures that become infected with your malady have disadvantage on their next attack roll, ability check, or saving throw.

Vile Bile (17th Level)

As an action, you may expend 6 VP to create a 20ft wide pool of sickness around you that remains in place for 1 minute. A hostile creature that starts it's turn in this pool takes 2d6 damage. The damage type is determined by your malady.

Host: Vermin

Your malady allows you to command vermin.

Trait: You learn the Find Familiar spell and can cast it without expending any material components. Your familiar is a carrier of your malady and can spread it to others. Rather than your familiar acting on it's own turn, it acts on yours, and you may use your bonus action to command it to move or use any actions including the attack action. When your familiar uses it's attack action, you may expend a use of your trait to command your familiar to attempt to infect the creature it's attacking with your malady. If your familiar hits the target creature, the target creature takes an additional 1d8 damage and becomes infected. The additional damage it takes is the same as your malady's damage type.

The familiar adds your proficiency bonus to it's AC and attack rolls.

Upgrades

Death Burst (2nd Level)

As a reaction, when your familiar dies, you may use your reaction to expend 2 VP and cause it to burst in a puff of infection. Each creature within 10ft of your familiar must succeed a saving throw against your malady or take 1d8 damage and become infected. The damage and saving throw type is determined by your malady.

Call Swarm (5th Level)

As an action, you may expend 3 VP to summon either a Swarm of Rats, Swarm of Bats, or Swarm of Insects. The swarm rolls it's own initiative and acts on it's own turn, however, you command the swarm mentally on it's turn. If you are unconcious, the swarm simply does it's best to protect you. The swarm lasts for 1 minute or until you summon another.

Feed Swarm (11th Level)

A swarm created from your Call Swarm upgrade may use it's bonus action to eat the corpse of a creature, regaining 2d6 hit points.

Call Hive (17th Level)

When you use your Call Swarm upgrade, you may expend 6 VP instead of 3 to summon two swarms of your choice instead of one.

Swelling

Swelling occurs on an infected creatures skin and can be simple red bumps or filled puss filled nodes.

Trait: Your skin begins to grow boils or red swelling bumps that act as carriers of your malady. When a creature deals damage to you with a melee attack, you may use your reaction to deal damage to that creature an amount equal to your Constitution modifier. The damage type is the same damage type associated with your malady.

Upgrades

Sensitive Boil (2nd Level)

When you use your Infect feature on a creature, you may expend a VP to sprout a boil on their skin. The next time the infected creature takes damage, the boil bursts and it takes an additional 1d8 poison damage.

Growth Bulwark (5th Level)

As an action, you may expend any number of VP to target an allied creature within 30ft of you. You and the allied creature gain protective, fleshy growths on your body that stave off blows. Roll a d8 for each VP spent, you and the target creature gain the amount rolled for 1 minute as temporary hit points or until you use this upgrade again or deal damage to yourself to regain VP.

Potent Content (11th Level)

While you have temporary hit points from your Growth Bulwark upgrade, creatures take double damage from your Swelling Trait.

Bulwark Content (17th Level)

Allied creatures may use your Swelling Trait once when they are affected by your Growth Bulwark feature.

Fatigue

The fatigue symptom causes a malady to make an affected creature feel tired and sleepy. This symptom allows you to control yours and other's levels of fatigue in positive and negative ways.

Trait: You slump and yawn as though you were deprived of sleep. As a bonus action, when a creature is affected by your Infect feature, you may cause that creature's movement speed to be reduced by 10ft for as long as that creature remains infected. If an infected creature's movement speed becomes 0ft, that creature becomes incapacitated.

This movement speed debuff increases by an additional 5ft at 5th level (15ft), and again at 11th level (20ft), and 17th level (25ft).

Upgrades

Positive Insomnia (2nd Level)

Your malady makes you immune to being magically put to sleep. Additionally, as an action, you may expend 2 VP to create a 20ft aura of sleep based antibodies for 1 minute centered on you. Allied creatures in this aura cannot be magically put to sleep and creatures with levels of exhaustion are treated as though they have one level less of exhaustion than what they have.

This feature cannot prevent death from a creature reaching their 6th level of exhaustion.

Inflict Sleep (5th Level)

When you use your Infect feature, you may expend 4 VP to cause the creature to become sleepy. If the creature fails it's saving throw against your Infect feature, it falls asleep until it is either dealt damage or the creature succeeds it's saving throw against your Infect feature. A creature may use their action to shake a sleeping creature awake.

Aura of Fatigue (11th Level)

When you use your Positive Insomnia feature, you may expend 2 additional VP to cause each hostile creature in your aura to be treated as though they have one additional level of exhaustion than what they have so long as they remain in your aura.

Sleep Paralysis (17th Level)

As an action, you may expend 3 VP to cause each hostile creature in your aura from your Positive Insomnia feature to roll a saving throw or have their movement speed reduced by 20ft for 1 minute.

Aching

Your malady begins to inflict soreness and aching in the muscles.

Trait: Your veins visibly bulge under your skin. As an action, you may heal yourself for 1d6 hit points.

This healing increases by 1d6 at 5th level (2d6), and again at 11th level (3d6) and 17th level (4d6).

Upgrades

Muscle Aches (2nd Level)

As a bonus action, when you use your Infect feature on a creature, you may expend 2 VP to cause your malady to cause a creature to ache. While that creature is infected, their attack rolls are reduced an amount equal to your proficiency bonus.

Painful Soreness (5th Level)

Creatures affected by your malady take damage equal to proficiency bonus when they move 10ft on their turn. The damage type is the same as your malady's.

Debilitating Soreness (11th Level)

As a bonus action, when you use your Infect feature on a creature, you may expend 4 VP to cause an infected creature to have disadvantage on Strength and Dexterity checks and saving throws for as long as they remain infected.

Lockjoint (17th Level)

As a bonus action, when you use your Infect feature on a creature, you may expend 8 VP to cause that creature to become paralyzed for as long as they remain infected.

Host: Fungi

Your malady begins allowing you to command and control fungi to spread it.

Trait: Mushrooms begins to visibly grow on your body and on the ground around you. As a bonus action, you may expend a use of your trait to plant a mushroom in a space you can see within 60ft. These mushrooms have 1 hit point, an AC of 10, and last for 1 minute. As an action, you may cause each mushroom you control to disperse spores of your malady, causing each hostile creature within 5ft of the mushrooms to roll a saving throw against your malady or take 1d8 damage and become infected. The damage and saving throw type are determined by your malady. You may only have one mushroom planted at a time and using this trait again causes the last mushroom you planted to wilt and die.

Starting at 5th level, you may have an additional mushroom planted at a time (2), and again at 11th level (3), and 17th level (4).

Upgrades

Harmony Spores (2nd Level)

Starting at 2nd level, when you use your action to cause your mushrooms to disperse spores, you may expend a VP to cause each allied creature within range of the spores to gain temporary hit points equal to your proficiency bonus.

Sense of Mycelium (5th Level)

Thin strands of mycelium grow beneath your feet, granting you 20ft of tremorsense.

Fungal Overrun (11th Level)

For each mushroom you currently have planted, your Infect feature and your mushrooms deal an additional point of damage.

Corpse Bounty (17th Level)

As a reaction, when a creature you can see within 60ft of you dies, you may expend 4 VP to grow a mushroom from their corpse. This mushroom does not count against your number of mushrooms you currently have grown.

Host: Water

Your malady gains the ability to spread through water.

Trait: Your body appears purplish or blue and you become slightly physically bloated. You may use your Infect feature on a body of water no larger than 10ft deep and 10ft wide. Any hostile creature that drinks from this water or starts it's turn in it must succeed a saving throw against your malady or take 1d8 damage become infected with your malady. The damage type and saving throw are the same as your malady's. The water can become uninfected through the use of a Purify Food and Drink spell. Creatures infected this way do not count against your number of creatures infected.

The amount of water you can infect increases to 20ft deep and 20ft wide at 5th level, 40ft deep and 40ft wide at 11th level, and 80ft deep and 80ft wide at 17th level.

Lastly, you learn the Shape Water cantrip and have a swim speed of 30ft.

Upgrades

Become Waterborn (2nd Level)

As an action, you may expend 2 VP to cause a number of creatures equal to your Constitution modifier to instill with the part of your malady that allows it to survive underwater, thus allowing each target creature to breathe underwater for 1 minute or until you use this upgrade again.

Swimmer's Ear (5th Level)

Hostile creatures that swim in water you've infected are deafened until they exit the water.

Sphere of Infection (11th Level)

As an action, you may expend 4 VP to cast the Watery Sphere spell, the DC for this spell is the same as your Infection Save DC. Creatures that fail their saving throw against this spell become infected.

Infectorial Wave (17th Level)

As an action, you may expend 8 VP to cast the Tidal Wave spell. Each creature that fails their saving throw against this spell becomes infected and takes an additional 1d8 damage from it. The DC for this spell is the same as your Infection Save DC.

Host: Air

Your malady gains the ability to spread through the air.

Trait: Air around you tends to physically bend and wave similar to a heat wave. As a reaction, when a creature starts it's turn within 10ft of you or comes within 10ft of you, you may cause that creature to roll a saving throw against your Infect feature or become infected.

Upgrades

Gust (2nd Level)

You may use your action to expend 2 VP cast the Gust of Wind spell. The DC for this spell is the same as your Infect Save DC.

Infection Wind (5th Level)

While you're casting the Gust of Wind spell, when a creature fails their saving throw against it, you may expend 1 VP to cause that creature to become infected with your malady.

Gale of infection (11th Level)

When you cast the Gust of Wind spell using your Gust upgrade, you may instead expend 4 VP to increase it's size to a 15ft wide, 120ft long gust of wind. When a creature is pushed back in this gust, they are instead pushed back up to 25ft.

Cutting Wind (17th Level)

Hostile creatures that start their turn in your Gust of Wind spell take 2d6 slashing damage.

Dehydration

Your malady causes creatures to become dehydrated by draining the water from their bodies.

Trait: You no longer require food or water to survive. Additionally, you may cast the Create or Destroy Water spell using your trait feature.

Upgrades

Drain Water (2nd Level)

Your malady subsists on the water in the systems of other creatures. When you use your Infect feature on a creature, and that creature takes damage from it, you may expend 2 VP to drain the water in their bodies, healing you an amount equal to half the damage the creature took.

Waste Away (5th Level)

At the start of an infected creature's turn, you may expend 4 VP to cause that creature to roll a saving throw against your malady. On a failed save, that creature suffers a level of exaustion.

Feed Malady (11th Level)

When an infected creature dies, you regain 1 VP.

Osmosis (17th Level)

You may expend 7 VP to cast the Blight spell as a 6th level spell.

Updates and Credits

This page contains links to my social medias as well as any updates to the class I've made.

Class Mission Statement

The purpose of creating this class was to create a class that, of course, felt like a sort of debuff esc contrast to support based classes in the game without using direct methods of spellcasting and providing an experience that felt as though you were inflicting illnesses on others while evolving your disease to become stronger. I thought of it as the DnD equivilent of how a disease evolves over the course of playing a game called Plague Inc.

Social Media Plug

All artwork in this class was created by me. If you'd like to support me on social media, you can follow my twitter @MokeDoesThings.

Update 1.1

  • Spell checked the document
  • Dealing damage to yourself to regain VP is now a bonus action instead of an action.
  • The Undeath Explosion feature now specifies that it kills the target zombie.
  • Raise Infected now specifies that it requires a reaction to use.
  • Inflict Sleep now allows creatures to use their actions to shake sleeping creatures awake.
  • Wild Illness malady added.
  • Provoke Infected now specifies the damage type is the same as the attacking creature's damage type.

Update 1.2

  • Spell Flu malady added
  • Flavor text was added the the Host: Water trait.
  • Host: Air symptom was added
  • Dehydration symptom was added
  • Optional Plaguein race was added
  • Additional spell checking
  • Infect: Mood Swings now gives creatures advantage on their saving throw against it if the creature is immune to the charmed condition.

Update 1.3

  • Blood Cure malady added
  • Temporal Taint malady added
  • Maladive Magic Items added