D&D 5E - Homebrew - Class Plague Mage
D&D 5E - Homebrew - Class Plague Mage
D&D 5E - Homebrew - Class Plague Mage
Plague Mage
Izoni Thousand-Eyed, Illustrated by Eric Deschamps
Plague Mage
Deep inside an Anathemum, a man dressed in hooded
robes coughs, than smiles. His drawn-back lips reveal a
host of sores and zits covering his skin. As he looks down
at the phlegm in the sink, it starts to move. Slowly at first,
than building strength as it ambles around at the man's
mental commands. The man smiles. He's been incubating
this disease inside him for a few weeks, but now that he's
shown results, he can soon unveil it to his comrades.
Cantrips
At 1st level, you know three cantrips of your choice from
the Plague Mage spell list. You learn additional Plague
Mage cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Plague Mage table.
Prepared Spells You can change your list of prepared spells when you
finish a long rest. Preparing a new list of Plague Mage
At 1st level, you contain six 1st-level Plague Mage spells of spells requires time spent studying your spellbook and
your choice. Your body is the repository of the spells and memorizing the incantations and gestures you must make
cantrips you know. to cast the spell: at least 1 minute per spell level for each
spell on your list.
Preparing and Casting Spells
You know two 1st-level spells of your choice from the
Plague Mage spell list.The Plague Mage table shows how
many spell slots you have to cast your Plague Mage 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.
You prepare the list of spells that are available for you to
cast. To do so, choose a number of spells from your spells
known equal to your Constitution modifier + your Plague
Mage level (minimum of one spell). The spells must be of a
level for which you have spell slots.
For example, if you’re a 3rd-level Plague Mage, you have
four 1st-level and two 2nd-level spell slots. With a
Constitution of 16, your list of prepared spells can include
six spells of 1st or 2nd level, in any combination. If you
prepare the 1st-level spell magic missile, you can cast it
using a 1st-level or a 2nd-level slot. Casting the spell
doesn’t remove it from your list of prepared spells.
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Wirewood Symbiote, Illustrated by Yohann Schepacz
Rush of Blood, Illustrated by Cynthia Sheppard
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Erratic Mutation, Illustrated by Zoltan Boros and Gabor Szikszai
Blood Magic
Charged Flesh At 3rd level, your blood starts to respond to your arcane
At 3rd level, your flesh starts to charge with arcane power. This allows you to manipulate it to heal comrades
energies manifesting themselves as boils and zits. and purge them of infection.
Whenever you take damage, you may spend a reaction to As an action, you may touch a creature and spend any
cast any prepared spell with a duration of a bonus action, number of your hit points to give half that number to a
move action or standard action. This still costs a spell slot creature. Alternatively, you can cycle your blood through a
and any material components the spell would normally creature and purge them of any poisons or infections. This
cost. costs 10 hit points. If that creature is unwilling, they must
make a constitution saving throw against your Plague
Internal Arcanist Mage spell save DC. If they succeed, they keep any poisons
At 10th level, your expertise in your own flesh reaches a or diseases.
new level. You gain resistance to all of your spells that
would deal you damage. At 18th level, this becomes Bloody Magic
immunity from all spells cast by you that would deal you at 10th level, you can extend your blood out of your body.
damage. Whenever you make a ranged spell attack, you may infuse
your blood into that attack. if you do, you lose 1 hit point,
False Flesh and that attack deals an extra 1d6 poison damage. This
At 14th level, whenever you would normally go to 0 hit
damage goes up to 2d6 at 15th level.
points, you may instead cast off your flesh. It lands in an
magically charged explosion, dealing 6d6 force damage to Quicken Blood
all others in a 30ft radius and flinging you 30ft in a at 14th level, you can extend your control of blood to
direction of your choice. Casting off your flesh in this purge the veins of a wounded enemy. As an action, you
manner is extremely painful, putting your current and may select one creature that has taken damage within 30
Maximum hit points to 1. This can be done once a week, feet, and force its blood to pour out of its wounds. That
and resetting your hit points can be done either through a enemy must make a constitution saving throw against
week's rest, or a greater restoration. your Plague Mage spell save DC. If it fails, it takes damage
equal to one third of the damage it has taken. This can be
School of the Blood done once per long rest.
The school of the Blood focuses on ranged combat and
utility. Students of the Blood stay to the backlines, using
powerful magic to slay their enemies and heal their
comrades.
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Equivalent Exchange
At 18th level, your mastery of blood has reached a point
where you can spend blood to cast incredibly efficiently.
Whenever you would spend hit points to cast a spell or
activate an ability, you may spend half the amount it would
normally cost.
First Parasites
At 3rd level, a Host Mage becomes the residence of a
swarm of parasites. This can be leeches, locusts,
mosquitos, lice, ticks, or any other parasitic insect. (These
use the stats for a Swarm of Insects in the Monster
Manual.) Whenever the swarm attacks, they add the Host
Mage's proficiency bonus to their attack. Their Host can
command them in the same way someone could control
their limbs. However, this requires concentration at a level
where the host cannot cast a spell on the same turn they
attack, or vice versa. The Host can directly control them as
an action. This allows the Host to see through any senses
the swarm has. The Host can do this for as long as the
swarm remains on the same plane as them. These
creatures count as a summoned creature for any effects
that effect summoned creatures.
Infectious Host
At 10th level, the swarm that The Host Mage carries gains
the effects of 1 of the afflictions they carry. Whenever the Fluid Accumulation
swarm deals damage, that enemy must make a Prerequisite: School of the Flesh feature
Constitution saving throw. If they fail, the swarm gives the
drawback of an Affliction of the Host Mage's choice to the As a reaction, when you take damage, you may have your
damaged enemy. This drawback appears at the start of skin burst in a shower of pus and gas. Each creature within
that enemies next turn. At 18th level, the number of 5 ft must make a dexterity save against your Plague Mage
drawbacks your swarm can inflict with an attack increases spell save DC or take 1d6 acid damage. This damage goes
to 2. These cannot be the same affliction. up to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th
level.
Strengthened Swarm
At 14th level, your summoned creatures grow more Agressive Flesh
powerful. All creatures summoned by you gain +2 to Hit Prerequisite: School of the Flesh feature, 5th level
and deal an extra 1d6 poison damage.
Whenever you take the Attack action, you can attack twice
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Prerequisite: 11th level
Malleable Blood Drawback: -4 to Intelligence, Wisdom and Charisma. you
Prerequisite: School of the Blood feature cannot cast or concentrate on spells
As an hour-long ritual, you can turn your blood into the You gain +4 to your strength. This cannot cause your
blood of any other humanoid. At 11th level, you can turn strength to go above 20. You gain the Powerful Build trait,
your blood into the blood of creature with blood. which doubles your carrying capacity. You grow a pair of
horns, which you can use to make unarmed strikes. If you
Thickened Blood hit with it, you deal bludgeoning damage equal to 1d8 +
Drawback: -2 to Dexterity your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.
Your blood is thickened and harder to get through,
weakening your reaction speed, but heightening your Whooping Cough
defense. You gain +2 Natural Armor Bonus to AC. Drawback: -4 to athletics.
Scabbed Skin Once per long rest, you can cough out a cloud of gas.
Drawback: -2 to Perception checks, -4 to Concentration Everyone within a 15-ft cone must make a Constitution
checks saving throw against your Plague Mage Spell Save DC, or
spend their next turn coughing.
Whenever you are dealt damage, you may subtract one
from that damage. This cannot reduce damage dealt Werewolf Syndrome
below 0. Drawback: Your extra hair requires an hour of care after
each long rest, or it becomes thick and matted. If it is
Hyper-sesnsitive Skin matted, you lose 10ft of movement speed due to it
Drawback: -6 to Concentration checks constraining you.
+2 to perception checks, you have advantage on initiative You gain extra-thick hair coating your body. This gives a +2
rolls and cannot be suprised except while unconcious. Natural Armor bonus.
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Geralf's Mindcrusher, Illustrated by Steven Belledin
Rush of Blood, Illustrated by Cynthia Sheppard