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## Sorcerous Origin: Plaguebound Perhaps you were born during the time of a great blight, or you were afflicted by a strange disease that had you agonizing for days only to vanish as quickly as it came, whatever the case may be, you are now infused with the power over plague and decay, becoming able to bring death with your mere touch. ### Plaguebound Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Plaguebound Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a necromancy spell from the sorcerer or druid spell list. In addition, you learn the *infestation* cantrip. This is a sorcerer cantrip for you, but does not count against your sorcerer cantrips known. #### Plaguebound Spells | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | *inflict wounds, ray of sickness* | | 3rd | *blindness/deafness, ray of enfeeblement* | | 5th | *giant insect, stinking cloud* | | 7th | *blight, confusion* | | 9th | *contagion, rary's telepathic bond* | ___ ### Wretched Poison Starting at 1st level, whenever you deal poison damage to a creature, you can force that creature to succeed on a Constitution saving throw or be poisoned for one minute. The creature can repeat the save at the end of each of its turns; on a success, the effect ends. You can only affect one creature in this way per turn. A creature that succeeds on this save is immune to this effect for 24 hours. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest. ### Plague Sorcery Starting at 6th level, when you cast any spell of 1st level or higher from your Plaguebound Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. ### Blighted Physiology Also at 6th level, your kinship with plague renders you resistant to its touch. You have resistance to poison damage as well as advantage in saving throws against the poisoned condition. You are also immune to disease. ### Blighted Wings At 14th level, you gain the ability to sprout a pair of insect-like wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
\pagebreakNum ### Vermin Lord At 18th level, you have an innate connection to creatures who carry disease. As a action, you can magically summon either a swarm of insects or a swarm of rats (found in page 338-339 of the monster manual). The swarm can appear anywhere within 60 feet of you. The swarm's hit points maximum increases by an amount equal to your Charisma modifier + your level and its size is increased by one category. The swarm acts before you on the same initiative order under your control. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the swarm can take any action of its choice, not just Dodge. The swarm adds your Charisma modifier to its AC, as well as to its attack and damage rolls. While you or a friendly creature is in the same space as the swarm, any attack directed at you or a friendly creature is directed to the swarm instead and while a hostile creature is within the same space as the swarm it makes saving throws against poison an disease at a disadvantage. Additionally, the swarm also gets the following reaction:
**Channel Magic.** The swarm delivers a spell you cast that has a range of touch. The swarm must be within 120 feet of you.
Once you use this action, you can't use it again until you finish a long rest or spend 5 sorcery points to use it again. \columnbreak ## Additional Plaguebound Options These are two additional options to help enhance a plaguebound sorcerer or any plague themed character in general. ### Feat: Plague Adept *Prerequisite: The ability to cast at least one spell* Spells you cast and weapons attacks you make ignore resistance to poison damage, and treat immunity to poison damage as resistance. Spells and effects you produce also ignore immunity to disease. Constructs and undead ignore this effect. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. ### Magic Item: The Plague Mask *Wonderous item, legendary (requires attunement)* This mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. It can look like anything from a plague doctor's mask to the disturbing visage of a rotting crow's head. While you are wearing any dragon mask and attuned to it, you gain the following benefits. **Plaguebearer.** You have resistance to poison damage. If you already have resistance to poison damage from another source, you instead have immunity to that poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. **Plague Breath.** Once per day, you use a breath weapon attack that spreads death and disease. Make a melee spell attack against a creature within a 30-foot cone. Each creature hit is under the effects of a *contagion* spell. **Plague Sight.** You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. **Legendary Resistance (1/Day).** If you fail a saving throw, you can choose to succeed instead. **Plague Poison.** If you deal poison damage to a creature, it immediately suffers the poisoned condition for 1 minute. A creature can make a DC 18 Constitution saving throw at the end of it's turn to end the condition. ## Credits Inspired by u/ChromosomeChorus's [Plagueblood Sorcerer Subclass](https://www.reddit.com/r/UnearthedArcana/comments/d7uzwq/the_plagueblood_sorcerer_an_archetype_focused_on/ "title") **Art:** Pestilence by ***Torvald2000***, Plague Raven by ***Yikirus***