Death Guard (5e Subclass)

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Death Guard[edit]

Fighter Subclass

"You are the harbinger of Doom for planets. You who shall bring pox and plague to every realm that is within your reach, rotting sons of Mortarion launch upon them the happiness we bring!"- A death guard captain to his charges as they launch an attack

Plagued being

At 3rd level you've become part of the Death guard and no longer suffer any ailment and condition, you gain immunity to diseases and poisons, You gain advantage on constitution saves while infected with diseases. You cannot feel pain and become a carrier for diseases, you automatically fail any save not to contract a disease.

Putrid arms

At 3rd level, you've become familiar with the virulent weapons of your legion. You can create weapons your legion uses table shown below.

Rotting Growth

At 7th level, your bodily frame has grown into your armor and given you access to new gifts of the legion, You double your number of hit dice you gain as you level and as a bonus action you can spend a number hit dice=X to regain Xd10+con hit points. Your bulk has caused you to lose 5ft of movement. At 14th level when you are below maximum health you begin regenerating your con mod + proficiency bonus hp at the start of your turn

Cloak of Flies

At 7th level, you gain a cloak of swarming flies that hover around you and give you protection, enemies gain disadvantage on ranged attacks against you and take half your prof bonus d8 poison + your con mod damage when within 5ft of you on the start of their turn. At 14th level this aura grows from 5ft to 15ft and at 17th level it grows to 30ft

Mark of office

At 10th level, you've climbed the ranks of your legion and have attained the rank captain and have mutated more benefits to serve this new rank. You've been gifted the Pox Flesh and a Manreaper as a badge of office, the pox flesh blessing makes it so that you reduce any damage you take by your proficiency bonus. Any poison damage you deal ignores immunity and resistance to poison.

Hive Mentality

At 15th level, you've grown a hive of insects inside you, as a bonus action you can spend a hit die to summon a swarm of insects you have full control over the insects, the insects take their turn immediately after yours, if they occupy the same square as an ally, enemies gain disadvantage on attacks against the allies and the insects.

Blightlord status

At 18th level, you've gained one of the highest offices you can achieve without sacrificing autonomy a blightlord, with this you've grown more powerful as a mark of office you have been gifted nurgle's toughness granting you a +4 to your constitution score and score maximum. your flesh has fused to your armor allowing you to add your con mod to the amount of damage you reduce from the poxflesh feature


Weapon Options[edit]

Name Cost Weight Properties
Bolt Pistol 80 gp 5 lb Ammunition (range 50/150), heavy, reload (6 shots)

Fires .75 calibre rocket-propelled bullets that pierce a target then explode, dealing 2d8 piercing damage.
This item comes with Bolter Rounds.

Bolter 360 gp 15 lb Two-handed, heavy, Ammunition (range 80/240), reload (30 shots), short burst (2)

What the bolt pistol was downscaled from. Fires single shot or semi-auto. A single shot does 2d10 piercing damage, while a semi-auto short burst fires 3 rounds for 4d6 piercing damage.
This item comes with Bolter Rounds.

Injector Pistol 240 gp 5 lb Ammunition (range 50/150), reload (20 shots)

A shot by an Injector Pistol injects a concentrated dose of toxic disease into the victim, causing him to erupt in explosive boils and clouds of flies, when a syringe is launched into an ally they may regain hp equal to your con mod d6's + prof bonus. Enemies injected must make a (10 + con mod + prof bonus) DC constitution save or take your con mod d10 + prof bonus poison damage on fail and half on success.
This item comes with a Bile cannister. can consume one of your hit die to create ammunition.

Blight launcher 360 gp Weight 15 lb Grenade Launcher, Multiple (5e Equipment)

Grenades launched from this weapon leave behind a pool equal to their radius of toxin enemies who try to move through the pool take 1d6 poison damage every 5ft they travel through the pool.
This item can consume one of your hit die to create ammunition.

Bile Spewer 320 gp 10 lb Two-handed, heavy, Ammunition, reload (6 shots)

A self-contained flamethrower that shoots a 40-foot stream of pus and infectious bile. Any creature within the line of fire must make a DC (10+ your con mod + proficiency bonus) Dexterity saving throw or be set on fire, taking 2d10 poison damage upon being soaked and 2d6 poison damage each turn after. They may attempt repeat the saving throw as an action at the beginning of each of their turns to shake of the concoction.
This item can consume one of your hit die to create ammunition. This item comes with a Bile cannister.

Doomsday Bell 140 gp 5 lb Heavy

A large bell that is used like a mace. Deals 2d6 sonic damage. as action you may ring the bell, allies within 60ft of you gain resistance against the next attack that would hit them this lasts until the end of their next turn

Heavy Stubber 200 gp 14 lb Two-handed, Heavy, Ammunition (range 140/280), reload (50 shots)

Heavy machine gun with single shot and automatic modes. A single shot does 1d8 piercing, while a full-auto burst of 5 rounds does 5d8 with a DC 15 Dexterity saving throw to take half damage.
This item comes with a Heavy Stubber Ammo-Pack.

Plague Sword 250 gp 4 lb

These weapons are infused with foul infections and toxins that can make the merest scratch fatal. Deals 1d10 slashing and 1d10 poison damage.

Bubotic Axe 280 gp 8 lb Heavy, armor piercing (-3),

Weaponized chainsaw in axe form. Like other motorized weapons, it has been infested with so much plague that the blades have turned into oscillating teeth. Deals 1d12 slashing and 1d12 poison damage.



Other[edit]

Name Cost Weight Properties
Bolter Rounds 20 gp 2 lb A pack of 20 .75 calibre rocket-propelled bullets.
Heavy Stubber Ammo-Pack 40 gp 10 lb A box of 50 .50 cal heavy machine gun ammo.
Bile Canister 30 gp 6 lb A canister of extremely virulent liquid toxins that burns so hot it can melt steel. Used for Flamers.
Bloodrot Rounds 10 gp 3 lb These rounds are filled with such noxious fumes and chemicals it renders an area impossible to support any kind of life. When loaded into a weapon these rounds give an additional 2d10 poison and gains a blast radius of 10 ft once it hits a target.
Bell of Tocsin 140 gp 2 lb This large daemonic bell made from plagued metal works as a sort of sonic support that is mounted onto heavy armor. this tool spreads nurgle's gift of regeneration through sound. This item has 7 charges which comeback at the end of a short rest, as a bonus action you can spend 1 charge to give an ally within sight of you to regain 7 hp at the start of their turn for 1 minute
Blight Grenade 7 gp 0.5 lb this weapon is made from the noxious toxins and virulent diseases that permeate through the death guard and shoved into a humanoid skull sealed and shaken violently. Properties: thrown 60ft, radius 15ft, special

Special: this weapon combusts on impact any caught must make a constitution save DC (10 + your Proficiency bonus + your Constitution modifier) within the 15ft blast radius or take your proficiency bonus d6's + your con mod poison damage or half on success. At 6th level those caught within the radius must make a constitution save DC (10 + your Proficiency bonus + your Constitution modifier) or become poisoned, they can reroll the save at the start of their turn to end the poisoned condition.

Mark of Nurgle 1400 gp 0 lb This three-circle mark is seen as a boon of the legion. As any who possess it gain strange powers, in this case you can use your con modifier instead of str or dex mod when it comes to weapon attack and damage rolls. whenever you roll hit die you automatically take max.
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