Plague Priest (5e Class)
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- 1 Plague Priest
- 2 Following of the Ashes
- 2.1 Spellcasting
- 2.2 Incense Smoke
- 2.3 Aromas of the Plague
- 2.4 Thick Smoke
- 2.5 Cleansing Flames
- 2.6 Intrusive Incense
- 2.7 Alchemical Perfection
- 2.8 Just Breathe
- 2.9 Aroma of Pestilence
- 2.10 Aroma of the Scourge
- 2.11 Plague Priest Spell List
- 3 Following of the Beast
- 4 Strain of the Ravenous
- 5 Strain of the Vile
- 6 Following of the Blade
- 7 Dance of the Acrobat
- 8 Dance of the Reaper
A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected. These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad],.
Disciples of the Plague
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god.
Creating a Plague Priest
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive?
- Quick Build
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast.
As a Plague Priest you gain the following class features.
- Hit Points
Weapons: Simple, Flails, Scythes
Tools: Poisoners Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) An incense burner that could second as a flail, or (b) A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy) or (c) Any simple weapon
- A component pouch
- (a) A priest's pack or (b) An explorer's pack or (c) A monster hunter's pack
- A set of leather armor and an ornate sacrificial dagger.
- If you are using starting wealth, you have 4d4x10 in funds.
|Features||Cantrips Known||Infected Claws||Blood of Mirad||—Spell Slots per Spell Level—|
|1st||+2||Plagued, Following of the Plague||2||1d6||1d4||—||—||—||—||—|
|3rd||+2||Blessing of Mirad, Following of the Plague Feature||2||1d6||1d4||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||1d6||1d4||3||—||—||—||—|
|6th||+3||Following of the Plague Sub Feature||3||2d6||2d4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||3||2d6||2d4||4||3||—||—||—|
|10th||+4||Following of the Plague Sub Feature||4||3d6||3d4||4||3||2||—||—|
|11th||+4||Increased Infectivity, Following of the Plague Feature||4||3d6||3d4||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||3d6||3d4||4||3||3||—||—|
|13th||+5||Increased Infectivity, Following of the Plague Feature||5||4d6||4d4||4||3||3||1||—|
|14th||+5||Following of the Plague Sub Feature||5||4d6||4d4||4||3||3||1||—|
|15th||+5||Increased Infectivity, Following of the Plague Feature||5||4d6||4d4||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||4d6||4d4||4||3||3||2||—|
|17th||+6||Increased Infectivity, Following of the Plague Feature||6||5d6||5d4||4||3||3||3||1|
|19th||+6||Ability Score Improvement||6||5d6||5d4||4||3||3||3||2|
|20th||+6||Following of the Plague Feature||6||5d6||5d4||4||3||3||3||2|
At 1st level, you have been infected by the plague of Mirad. Your blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the plague.When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a Constitution saving throw of 8 + your Constitution modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.
Following of the Plague
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.
Ability Score Increase
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.
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 or 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.
Following of the Ashes
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner.
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you.
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.
You know as many spells as your level + your Constitution modifier (minimum of 1). A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.
Constitution is your spellcasting ability for your plague priest spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one.
Spell save = DC 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on Dexterity (Stealth) checks and Strength (Athletics) checks. This does not affect creatures that do not breathe or constructs.
Aromas of the Plague
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and Wisdom (Perception) checks.
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size.
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague.
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you.
Aroma of Pestilence
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.
- The Smoke of the Sickly
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 10 + your Wisdom modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours.
- Rapid Decomposition
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a Constitution saving throw of DC 10 + your Wisdom modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour.
- Death Incarnate
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 10 + your Wisdom modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.
Aroma of the Scourge
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame.
- The Smoke of the Locusts
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours.
- Emanation of Decay
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a Constitution saving throw equal to 8 + your Wisdom modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours.
- Parasitic Spawn
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a Strength saving throw equal to 8 + your Wisdom modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest.
- Hive Mind
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a Constitution saving throw equal to 8 + your Wisdom modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a Constitution saving throw equal to 10 + your Wisdom modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.
Plague Priest Spell List
You know all of the spells listed below.
Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Poison Spray, Prestidigitation, Spare the Dying, Thaumaturgy, Toll the Dead.
- 1st Level
Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Illusory script, Ray of Sickness, Shield of Faith, Silent Image, Sleep.
- 2nd Level
Alter Self, Blindness/Deafness, Crown of Madness, Dust Devil, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Ray of Enfeeblement, Scorching Ray, Shadow Blade, Spider Climb, Suggestion, Web.
- 3rd Level
Animate Dead, Clairvoyance, Erupting Earth, Fear, Fireball, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Summon Lesser Demons, Tongues, Vampiric Touch, Water Walk, Wall of Sand.
- 4th Level
Blight, Confusion, Dominate Beast, Giant Insect, Greater Invisibility, Shadow of Moil, Summon Greater Demon, Wall of Fire.
- 5th Level
Cloudkill, Contagion, Danse Macabre, Dominate Person, Flame Strike, Immolation, Infernal Calling, Insect Plague, Seeming, Steel Wind Strike.
Following of the Beast
You have allowed the plague and you to become one being, changing every bit of your physical self.
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a Constitution saving throw equal to DC 8 + your Strength modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws' damage increases by 1d6 damage at 5th, 9th, 13th and 17th level
Strain of Infection
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a Wisdom saving throw of 10 + Constitution modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep.
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a Wisdom saving throw of 10 + Constitution modifier + proficiency bonus or go into the feral state as mentioned prior.
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making Perception checks, you have advantage, and gain proficiency in Perception. If you already are proficient in the Perception skill, you gain expertise.
In Plain Sight
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast polymorph on yourself. You must complete a long rest in order to use this feature again.
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening.
Strain of the Ravenous
The plague in your body has begun to mutate you, making you deadlier than most plague priests.
- Rabid Behaviors
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to Intelligence and any Intelligence checks, but gain +2 to Strength (Athletics) and Wisdom, (Perception, or Survival) checks when tracking prey and hunting.
- Sharpened Fangs
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a Constitution saving throw equal to 8 + your Strength modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague.
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.
- Nightmarish Beast
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.
Strain of the Vile
The plague in your body has mutated to the extent that you no longer even look like the person you once were.
- Call of the Crows
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your Dexterity modifier + your proficiency bonus.
- Infectious Bile
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a Constitution saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.
- Feathers of Icarus
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground.
- Mucus Coating
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a Constitution saving throw equal to 8 + your Dexterity modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.
Following of the Blade
You have taken to utilizing the plague as a weapon against those who would oppose you.
Blood of Mirad
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier.
Eyes of Mirad
Blood of the Unfaithful
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on Athletics checks for a minute.
Spies from the Shadows
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their Strength, Dexterity, and Constitution scores, but keep your Intelligence, Wisdom, and Charisma scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again.
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a Constitution saving throw equal to DC 8 + your Dexterity modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again.
Dance of the Acrobat
You have taken to utilizing the speed of your blade against your opponents rather than through brute force.
- Acrobats Elegance
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on Acrobatics checks as well as Dexterity saving throws.
- Swift Motions
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet.
- Balanced Throw
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.
- Bladed Mastery
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.
Dance of the Reaper
You have called upon Mirad to give you power in return for the souls of those slain.
- Soul Tear
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe.
- Marked for Death
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level.
- Mirad's Shroud
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on Stealth checks.
- Mirad's Blade
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a Constitution saving throw equal to 8 + your Dexterity modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. Additionally due to your effectiveness Mirad grants you one sixth level spell slot which you can use to cast one of the following spells: Circle of Death, Eyebite, Flesh to Stone, Harm, or Investiture of Flame. You gain a second slot at 17th level.
Prerequisites. To qualify for multiclassing into the Plague Priest class, you must meet these prerequisites: Either an evil alignment, or have been infected by the plague in one form or another. Once these requirements are met, you must have a constitution of 14 or higher and a wisdom of 15 or higher.