Plaguebearer (5e Class)

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Plaguebearer[edit]

A mysterious doctor walks into town one day, wearing typical plague doctor clothes. The locals, desperate for medical help, accept his supposed aid. However, instead of herbs, he carried a deadly plague in his mask, as well as inside his medicine, ruining all of the crops in the town and causing an incurable famine. A crazed maniac enters an encampment, and in minutes, the place is overrun with a horrible plague that kills within seconds, spreading death like wildfire. A shady vendor enters a town, selling snake oil. Seeing how wonderfully it cures ailments, the town buys it en masse, but soon, everyone is attacking one another out of suspicion, and waging war within the town. All of these represent the incredible power a Plaguebearer can bring. While they lean towards being Chaotic and Neutral, they come in all forms, some using their plague to wipe out fiends and evil persons, others simply spreading it wherever they can to create chaos and suffering.


Creating a Plaguebearer[edit]

Class Features

As a Plaguebearer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Plaguebearer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Plaguebearer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Poisoner's Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Perception and History.

Equipment

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

  • A Quarterstaff
  • Leather Armor
  • A small, magical vial containing your plague
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have a small pouch containing 10 gp in funds.

Table: The Plaguebearer

Level Proficiency
Bonus
Features Plague Damage Die
1st +2 Plague 1d4
2nd +2 Plague Evolution 1d4
3rd +2 Contamination 1d4
4th +2 Ability Score Improvement 1d5
5th +3 Enhanced Plague 1d6
6th +3 Plague Evolution Feature 1d6
7th +3 Boils 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Pillars of Infection 1d8
10th +4 - 1d8
11th +4 Enhanced Contamination 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Plague Evolution Feature 1d10
14th +5 Dormant Plague 1d10
15th +5 Hardened Plague 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Plagued Lungs 1d12
18th +6 Miasma 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Plague Evolution Feature 1d12

Plague[edit]

Starting at 1st level, inside of your magical vial is a horrid plague, which takes the form of a dark green gas. Whether made by a freak magical accident, collected after another Plaguebearer had their way with a town, or crafted after years of extensive research, it isn’t easy to use your plague. The vial itself cannot be destroyed by any means (other than the Wish spell) and returns to your pocket/bag after completing a short or long rest if you lost it. To open the vial and release your plague, you can use a bonus action and target a creature within 30 feet of you. They are infected with your plague. They then make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your Proficiency bonus. If they fail, the plague shows symptoms, giving the Poisoned condition and dealing acid damage equal to the Plague Damage Die section of the Plaguebringer table at the beginning of each of their turns. You can force this damage on all infected creatures as an action on your turn, regardless if they are showing symptoms. You can open the vial and release your plague a number of times equal to your Intelligence modifier (minimum of 1). You can gain another use of your plague as a bonus action by cutting yourself with a dagger, or other bladed object, and dripping your blood into the vial, feeding your plague. You regain expended uses at the end of a short or long rest, and your number of uses cannot exceed your maximum. Your plague cannot infect any creature you do not wish it to, and doesn’t affect any creature you consider an ally, but can still infect them. Both the plague and the condition/damage it causes ignores immunities, but are still affected by resistances. A creature remains infected for 24 hours after being infected, but can regain it when those 24 hours have passed. Infection cannot stack.

Plague Evolution[edit]

Starting at 2nd level, you chose an evolution path. Choose between Famine, Death and War, all detailed at the end of the class description. The color of your plague changes as well, going from dark green to light brown, dark gray or bright red respectively. Your choice grants you features at 2nd level, and again at 6th, 13th and 20th level.

Contamination[edit]

Starting at 3rd level, your plague has gone airborne as opposed to not spreading at all. Creatures that come within or start their turn within 5 feet of a creature that is infected with your plague must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your Proficiency bonus. If they fail, they are also infected with your plague and gain all of it’s negative effects. This feature does not apply to creatures who are killed while having the plague.

Ability Score Improvement[edit]

Starting at 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.

Enhanced Plague[edit]

Starting at 5th level, your plague has become even deadlier by evolution. You now add your Intelligence modifier to your plague’s damage (minimum of 1).

Evolving Plague[edit]

Starting at 4th level the Plaguebearer can alter the bodies of creatures infected by the plague using adaptation points (including yourself). Adaptation points are equal to your Plaguebearer level. The maximum number of adaptations per creature is 1/4 of your plaguebearer level rounded down. You regain all adaptation points after finishing a long rest.

Adaptations are presented in alphabetical order and last as long as your plague does. If an adaptation has a prerequisite, a creature must meet that prerequisite in its current form to benefit from that adaptation. Some of your adaptations require that you be able to deal a specific damage type “at will”. This means you must be able to use an attack in your current form that deals that damage type without consuming a spell slot, requiring that you take a short or long rest to use again, or rolling to recharge it.

Acclimation You can spend 1 evolution point to acclimate to your current environment, ignoring any of the drawbacks it causes as described in Chapter 5 of the Dungeon Master's Guide.

Acid Gland You can spend 1 or more evolution points to develop acid glands. Your melee attacks deal 1d6 extra acid damage per evolution point spent to make this adaptation.

Acid Spray Prerequisite: ability to deal acid damage at will

You can spend 1 evolution point to develop the ability to spray your acid at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take acid damage equal to the acid damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Adorable You can spend 1 evolution point to develop cute features, which you can use to charm humanoids as an action on your turn. Choose 1 humanoid you can see and that can see you within 30 feet. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature finds you adorable, and fawns over you. When the effect ends, the creature is unaware it was charmed by you. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Adrenal Gland Prerequisite: 5th level

You can spend 5 evolution points to develop enlarged adrenal glands. You can use an action to enter an adrenaline rush for 1 minute. For the duration, you speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of you turns, including the current one. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, you suffer 1 level of exhaustion and can't move or take actions until after you next turn. You can spend 3 evolution points to cure yourself of 1 level of exhaustion incurred by this trait.

Aggression You can spend 1 evolution point to develop aggressive instincts. On your turn, you can move up to your speed toward a hostile creature that you can see as a bonus action.

Alkaline Acclimation You can spend 2 evolution points to develop corrosive-resistant skin. You gain resistance to acid damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to acid damage instead.

Ambush Predator Prerequisite: proficiency in the Stealth skill

You can spend 1 evolution point to develop skills necessary to slay prey you take by surprise. You gain the rogue's sneak attack class feature. The sneak attack damage you deal is determined by your level as shown in the Sneak Attack column of the Rogue table in the “Rogue” section in chapter 3 of the Player’s Handbook.

Antiforce Field You can spend 2 evolution points to develop organs that produce protective magical fields. You gain resistance to force damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to force damage instead.

Aquatic You can spend 2 evolution point to develop fin-like structures. You gain a swimming speed equal to your walking speed. If you spend an additional evolution point when you make this adaptation, you grow gills, gaining the ability to breathe underwater.

Armored Hide Prerequisite: 3rd level

You can spend 3 evolution points to develop a carapace, scales, shell, or tough skin. Your AC can't be less than 16. You can spend additional evolution points when you make this adaptation to gain an additional +1 bonus to your AC for each additional point spent, to a maximum AC of 25.

Barbed Hide You can spend 1 evolution point to develop barbs, quills, or spikes. When a creature touches you or hits you with a melee attack while within 5 feet of you, it must make a Dexterity saving throw or take 1d4 piercing damage. You also deal this damage at the start of each of your turns to any creature grappling you. If you have an adaptation that allows you to deal additional damage that when you hit with a melee attack, such as acid gland, this feature can deal damage from one of those adaptations in addition to its piercing damage.

Bioluminescence You can spend 1 or more evolution point to develop the ability to glow. You can start or stop shedding light as a bonus action. While shedding light, can control the radius in which you cast bright light at will, up to a radius of 20 feet. You cast dim light in a radius of an additional number of feet equal to the radius of the bright light. While you are emitting light, your melee attacks deal 1d6 extra radiant damage per evolution point spent to make this adaptation.

Blindsight You can spend 1 or more evolution points to develop blindsight out to a range of 10 feet per point spent to make this adaptation to a maximum range of 40 feet.

Blink Prerequisite: 5th level

You can spend 5 evolution points to develop a blink dog's ability to teleport. You can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after teleporting, roll a d6. On a result of 4–6, the ability recharges. Alternatively, you can spend 1 evolution point to instantly recharge this trait.

Brave You can spend 1 evolution point to develop predatory fearlessness. You have advantage on saving throws against being frightened.

Brute Prerequisite: 5th level

You can spend 5 evolution points to develop denser muscles. All your melee attacks deals an extra die of damage.

Burning Gland You can spend 1 or more evolution points to develop glands similar to those of a bombardier beetle. Your melee attacks deal 1d6 extra fire damage per evolution point spent to make this adaptation.

Burning Spray Prerequisite: ability to deal fire damage at will

You can spend 1 evolution point to develop the ability to spray flame at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take fire damage equal to the fire damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Camouflage Prerequisite: proficiency in the Stealth skill

You can spend 1 evolution point to develop natural camouflage. You have advantage on Dexterity (Stealth) checks

Chameleon Prerequisite: proficiency in the Stealth skill and a trait or feature that grants you advantage on Dexterity (Stealth) checks

You can spend 2 evolution point to develop advanced camouflage. You can use an action to become invisible. You must concentrate on maintaining the invisibility. While you remain motionless, you can remain invisible indefinitely. Once you move, you can maintain your invisibility for 1 minute. You become visible again if you make an attack or cast a spell.

Charge You can spend 1 evolution point to develop thickened bones that stand up to impact. When you move at least 20 feet towards a creature and hit it with a melee attack, the attack deals one extra die of its damage.

Climbing You can spend 1 evolution point to develop claws or spinules suitable for climbing. You gain a climbing speed equal to your walking speed. If you spend an additional evolution point when you make adaptation, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings without needing to make an ability check.

Closed Mind You can spend 2 evolution points to develop a more complex cerebral structure. You gain resistance to psychic damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to psychic damage instead.

Darkvision You can spend 1 or more evolution points to develop darkvision out to a range of 60 feet per point spent to make this adaptation to a maximum range of 240 feet.

Displacement Prerequisite: 3rd level

You can spend 3 evolution points to develop a displacer beast's displacement illusion. Attack rolls made against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0.

Dynamic Resistance You can spend 1 evolution point to develop the ability to acclimate quickly to damage in combat. The first time on a round you are subjected to damage of a type other than bludgeoning, piercing, or slashing, you gain resistance to that type until the start of your next turn.

Echolocation You can spend 1 or more evolution points to develop echolocation. You gain blindsight out to a range of 30 feet per point spent to make this adaptation to a maximum range of 120 feet. You can't use this blindsight when you are deafened.

Electrocytes You can spend 1 or more evolution points to develop electricity-generating organs similar to those of an electric eel. Your melee attacks deal 1d6 extra lightning damage per evolution point spent to make this adaptation.

Electroresistor You can spend 2 evolution points to develop electricity diffusing organs. You gain resistance to lightning damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to lightning damage instead.

Electroshock Prerequisite: ability to deal lightning damage at will

You can spend 1 evolution point to develop the ability to fire an electric shock at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take lightning damage equal to the lightning damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Flight Prerequisite: 8th level

You can spend 3 evolution points to develop fully functional wings. You gain a flying speed equal to twice your walking speed.

Frost Gland You can spend 1 or more evolution points to develop halocarbon glands. Your melee attacks deal 1d6 extra cold damage per evolution point spent to make this adaptation.

Frost Spray Prerequisite: ability to deal cold damage at will

You can spend 1 evolution point to develop the ability to spray frigid liquid at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Constitution saving or take cold damage equal to the cold damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Gas Exchange Prerequisite: 5th level

You can spend 5 evolution points to develop an advanced respiratory system. You can breathe normally in any environment.

Genestealing Prerequisite: 14th level

You can spend 10 evolution points to develop the ability to assimilate the characteristics of creatures you slay. When you reduce a creature to 0 hit points with a melee weapon attack, you can use your reaction to gain one of the following, which lasts for the adaptation's duration :

Determine the slain creature's highest ability score. You gain +1 to that ability score. You gain one of the creature's traits, using your own statistics in place of the slain creature's, as applicable. You gain one of the creature's actions or reactions that doesn't use a melee or ranged weapon such as a sword or longbow. Use your own statistics in place of the slain creature's for the attack. You can't gain a creature's lair actions, legendary actions, or multiattack. Increase you maximum hit points by the average of one of the slain creature's Hit Die (rounded up). (d4 = 3, d6 = 4, d8 = 5, d10 = 6, d12 = 7, d20 = 11) You gain one of the slain creature's senses. You gain one of he slain creature's movement speeds. You gain one of the slain creature's skill proficiencies. You gain one of the slain creature's condition immunities, damage immunities, or damage resistances. Glide You can spend 1 evolution point to develop fleshy membranes between your limbs or semi-functional wings. When you fall, you may use your reaction to spread your limbs to start gliding. While gliding, you have a flying speed of 30 feet until you land, but can only move downwards or horizontally. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. You can't attack while gliding, and if you take damage while gliding, you must make a Concentration check to maintain the glide, or your altitude drops instantly to 0. When your altitude drops to 0 feet, you land (or fall).

Growth Prerequisite: 5th level, Huge size or smaller

You can spend 5 evolution point to develop a larger body. Your size doubles in all dimensions, your weight is multiplied by eight, and your size increases by one category. You have advantage on Strength checks and Strength saving throws and your weapon attacks deal 1d4 extra damage. Additionally, your Hit Die increase by 1 size category. Recalculate your maximum hit points using the new Hit Die's average roll multiplied by the number of hit dice you have in your current form, rounding down the total: d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5, d20 = 10.5.

Hardy You can spend 1 evolution point to develop greater fortitude. You have advantage on Constitution checks. You can spend 2 additional evolution points when you make this adaptation to also gain advantage on Constitution saving throws.

Heat Regulator You can spend 2 evolution points to develop radiating membranes or other mechanism for displacing heat from your body. You gain resistance to fire damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to fire damage instead.

Hunting Instinct You can spend 1 evolution point to develop sharpened senses and a hunter's instincts. You have advantage on any Wisdom (Survival) check you make to find creatures.

Hypnotic Eyes You can spend 1 evolution point to develop a hypnotizing gaze, which you can use to charm creatures as an action on your turn. Choose 1 creature you can see and that can see you within 30 feet. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for 1 minute or until it takes damage. The charmed creature is also stunned. When the effect ends, the creature knows it was charmed by you. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Immune Factor You can spend 1 evolution point to develop a powerful immune system. You have advantage on saving throws against disease or becoming poisoned. If you spend an additional evolution point when you make this adaptation, you gain immunity to disease and the poisoned condition.

Keen Senses You can spend 1 evolution point to develop acute senses. The you have advantage on Wisdom (Perception) checks.

Leap You can spend 1 evolution point to develop the ability to jump great distances. Your jump distance is tripled.

Legs You can spend 1 evolution point to develop a set of legs. You gain a walking speed of 30 feet. If you already have a walking speed, it increases by 10 feet.

Lick Wounds You can spend 2 evolution points to develop tissue factors in your saliva, giving it mild healing properties. You can spend an action to allow yourself or one creature within 5 feet of you to spend a Hit Die to regain hit points. You can spend an evolution point when you use this action to cause the creature to regain hit points without expending a Hit Die.

Lungs You can spend 1 evolution point to develop a pair of lungs. You gain the ability to breathe air.

Magic Resistance Prerequisite: 7th level

You can spend 7 evolution points to develop resistance to spells. You have advantage on saving throws against spells and other magical effects.

Magichondria You can spend 1 or more evolution points to develop arcane infusions in your DNA. Your melee attacks deal 1d6 extra force damage per evolution point spent to make this adaptation.

Mimicry You can spend 1 evolution point to develop sophisticated vocal control. You can mimic any sound you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) against your adaptation save DC.

Necrotizing Bacteria Prerequisite: immunity or resistance to necrotic damage or immunity to disease

You can spend 1 or more evolution points to develop a culture of symbiotic bacteria. Your melee attacks deal 1d6 extra necrotic damage per evolution point spent to make this adaptation.

Necrotizing Infection Prerequisite: ability to deal necrotic damage at will, immunity or resistance to necrotic damage or immunity to disease

You can spend 1 or more evolution points to develop an infectious plague. When you deal necrotic damage to a creature, it must succeed on a Constitution saving throw. On a failure, the creature is infected, and takes 1d6 necrotic damage per evolution point spent to make this adaptation at the start of each of its turns. If the creature is reduced to 0 hit points while infected, it rises as a zombie under your control at the start of its next turn.

An infected creature can repeat the saving throw at the end of each of its turns, ending the infection on a success. A spell or effect that removes disease also instantly ends the effect. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Nimble You can spend 2 evolution point to develop quicker reflexes. You have advantage on Dexterity (Acrobatics) checks.

Paralyzing Glare You can spend 2 evolution points to develop terrifying eyes. As an action, you glare at one creature of your choice within 60 feet of you that you can see and that can see you. The target must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Petrifying Venom Prerequisite: 6th level

You can spend 6 evolution points to develop a cockatrice's venom. When you hit a creature with a melee attack, it must succeed on a Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Primal Force Prerequisite: 6th level

You can spend 6 evolution points to develop the ability to channel primal energy into your strikes. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Quick You can spend 2 evolution points to develop your locomotive muscles. You can take the Dash action as a bonus action.

Rage Prerequisite: strength 15

You can spend 1 evolution point to develop aggressive instincts. You gain the barbarian's rage class feature. The rage damage you deal increases with your druid level, as outlined in the Rage Damage column of the Barbarian table in chapter 3 of the Player’s Handbook.

Rampage You can spend 1 evolution point to develop hyper-aggressive instincts. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make one melee attack.

Regeneration Prerequisite: 14th level

You can spend 5 evolution point to develop natural regeneration. As long as you have at least 1 hit point, you regain a number of hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns. Additionally, if any of your body parts are severed or destroyed, they are restored after 2 minutes. If you have the severed part and hold it to the stump, your regeneration instantaneously causes it to knit to the stump.

Scent Gland You can spend 2 evolution points to develop defensive scent glands, similar to those of a skunk. When a creature moves to a space within 10 feet of you or you are hit by an attack, you can use your reaction to unleash a 20-foot-radius sphere of nauseating gas centered yourself. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute. Each creature in the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. You are immune to your own cloud, as are creatures that don't need to breathe or are immune to poison. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Shadow Shroud You can spend 2 evolution points to develop resistance to necrosis. You gain resistance to necrotic damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to necrotic damage instead.

Sonic Blast You can spend 1 or more evolution points to develop the ability to weaponize sound. You howl, roar, snap, create subsonic waves, or otherwise generate loud sound. Each creature within 10 feet of you must succeed on a Constitution saving or take 1d6 thunder damage per evolution point spent to make this adaptation. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Sound Acclimation You can spend 2 evolution points to develop padding around your organs and the ability to block your ears. You gain resistance to thunder damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to thunder damage and the deafened condition instead.

Subterranean You can spend 1 evolution point to develop large claws or other structures suitable for digging. You gain a burrowing speed equal to half your walking speed.

Sun Protection Factor You can spend 2 evolution points to develop oily sweat glands. You gain resistance to radiant damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to radiant damage instead.

Territorial Instincts Prerequisite: 9th level

You can spend 3 evolution points to develop territorial instincts. You gain knowledge of the surrounding area. In the outdoors, you gain knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You instantly gain knowledge of the following subjects as they relate to the area: terrain and bodies of water, prevalent plants, minerals, animals, or peoples, and buildings.

Thick Skin Prerequisite: 7th level

You can spend 7 evolution points to develop thick, protective skin. You have resistance to bludgeoning, piercing, and slashing damage.

Threat Display Prerequisite: 3rd level

You can spend 1 evolution point to develop a threat display, which you can use as a bonus action. You growl, glare, rattle your tail or make some other display to threaten creatures within 30 feet of you. A construct or undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the effect ends for a target, it is immune to your threat display for 24 hours.

Tremorsense You can spend 1 or more evolution points to develop tremorsense out to a range of 30 feet per point spent to make this adaptation to a maximum range of 120 feet.

Venom Gland You can spend 1 or more evolution points to develop venom glands. Your melee attacks deal 1d6 extra poison damage per evolution point spent to make this adaptation.

Venom Potency Prerequisite: ability to deal poison damage at will

You can spend 1 evolution point to develop more potent venom. When you deal poison damage to a creature, that creature must make a Constitution saving throw. On a failure, the creature is poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Venom Spray Prerequisite: ability to deal poison damage at will

You can spend 1 evolution point to develop the ability to spit your venom at an enemy as an action. Choose one creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take poison damage equal to the poison damage you normally deal. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Wide Gait You can spend 1 evolution point to develop longer limbs. Your speed increases by 10 feet.

Winter Coat You can spend 2 evolution points to develop a thick layer of fat or fur. You gain resistance to cold damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to cold damage instead.

Pillars of Infection[edit]

Starting at 9th level, you and your fellow party members are contaminated with your plague. You and your party members are immune to all of its effects, but are considered infected for the sake of Contamination. You also gain immunity to Poison damage and the Poisoned condition.

Enhanced Contamination[edit]

Starting at 11th level, your plague has become lighter and more easily able to survive in the air. Contamination now has a reach of 10 feet instead of 5.

Dormant Plague[edit]

Starting at 14th level, when you open your vial to infect a creature, you can make your plague have no effect on them. If you do, they do not make the constitution saving throw. They are not affected by any ill effects of your plague, but they can spread it via Contamination.

Morphing Plague[edit]

At 15th level, your talent for evolution has allowed you to take on a higher form with the aid of your plague. Using your entire Turn, you combine with your nearby plagueling to temporarily transform into a new being. In this new form, you gain Temporary Hit Points equal to that of your plagueling's current Hit Points, taking all of the Traits it has obtained so far and gain the ability to use your plagueling's attacks.

While you have Temporary Hit Points from this feature, you can maintain this form as long as you want but, once you lose your Temporary Hit Points, your new form ends after a number of rounds equal to for 2 + Intelligence Modifier. You may choose to use your Turn in order to end the effects and revert to your normal form early. If you become unconscious while in this form, the effect immediately ends and you and your companion becomes unconscious.

Once you use this feature, you cannot use it again until you finish a Long Rest.

Plagued Lungs[edit]

Starting at 17th level, your plague has become a part of your body. As a bonus action, you can exhale a massive amount of plague, which attempts to infect any creature in a 5 ft. x 20 ft. line (see Plague for infection rules). You can do this a number of times per long rest equal to your Constitution modifier (minimum of 1).

Miasma[edit]

Starting at 18th level, your plague has started to rot it’s host before they even die. Whenever a creature infected with your plague takes an action or bonus action, they must make a Constitution check with a DC equal to 10 + your Intelligence modifier + your Proficiency bonus. If they fail, they take 3d6 Acid damage. This damage ignores immunities and is affected by Enhanced Plague.

Famine Plague[edit]

This evolution path focuses on exhausting your opponent and even ending the battle before it can begin.

Hunger

Starting when you choose this evolution path at 2nd level, it starves its host, making them unable to digest food. Creatures who host your plague gain a point of exhaustion at the beginning of each of their turns, but this effect can give no more than 4 points of exhaustion. This effect ignores immunities.

Food Rot

Starting at 6th level, your plague has evolved to get into food supplies. Whenever it infects a creature, any non-magical consumable it touches or consumes, such as crops or dried meat, is infected with the plague, thus making it unable to cure exhaustion. The plague can survive on food for up to 24 hours.

Starvation

Starting at 13th level, the hosts of your plague are starved even more than they once were. Your plague can now give up to 6 Exhaustion levels, but the host only gains a 5th and 6th level after 3 hours of having the plague.

True Famine

Starting at 20th level, your plague has perfected it’s Famine properties. Your plague can now infect any consumable, magical or not, and completely negate any magical properties it once had. It can also render soil unusable, even through magical means.

Death Plague[edit]

This evolution path focuses on killing your enemies as swiftly as possible, and spreading death as well as your plague.

Necrosis

Starting when you choose this evolution path at 2nd level, your plague has decided to go overboard on killing. Your plage now does an additional die of damage equal to the Plague Damage Dice section of the Plagebearer table as Necrotic damage (I.E. at 2nd level, the host takes 1d4 Acid and an additional 1d4 Necrotic damage at the beginning of each of their turns). Enhanced Plague affects this damage.

Desecrated Infection

Starting at 6th level, your plague has started to use the dead bodies of its hosts as a hub. Contamination now applies to corpses who perished while infected by the plague. The plague remains on them until the 24 hour timer is up (I.E. if the target died after 1 hour of being infected, the plague would linger for 23 hours). Burning the corpses or cleaning them through magical means can end this effect early.

Deathly Epidemic

Starting at 13th level, your plague has begun to ravage entire encampments on its own. Whenever a creature infected with your plague dies, a creature within 10 feet of it is automatically infected. This effect cannot trigger twice for the same instance of plague (I.E. if a person dies with it, infects someone, then that someone dies, it can’t be forced on someone again).

True Death

Starting at 20th level, your plague has perfected it’s Death properties. Necrosis now deals 2d12 Necrotic damage, and any host of your plague is unable to heal through any means.

War Plague[edit]

This evolution path focuses on causing mass chaos and confusion, turning brother against brother and causing an all-out war.

Suspicion

Starting when you choose this evolution path at 2nd level, your plague attempts to corrupt the minds of those it infects. Whenever a creature is successfully infected, it must make a Wisdom saving throw with a DC of 8 + your Intelligence modifier + your Proficiency bonus. If it fails, it regards all creatures around it as hostile, in or out of combat. This lasts until the plague is removed from their body and is not affected by immunities.

Mass Paranoia

Starting at 6th level, your plague has learned to hitchhike on its host's violence. While a creature is affected by Suspicion, whenever they strike another creature with an attack, that creature must make a saving throw against being infected by your plague (see Plague for specifics). If they fail, they are infected, and must make a saving throw against Suspicion. In addition, Suspicion has a saving throw DC of 12 + your Intelligence modifier + your Proficiency bonus.

War's Champion

Starting at 13th level, your plague can take the reins of creatures. Whenever your plague successfully infects a creature and they are affected by Suspicion, you can choose to have complete control over that creature during their turn as long as they are infected. You can only control one creature at a time, and you can only take control of a creature a number of times per long rest equal to your Intelligence modifier (minimum of 1).

True War

Starting at 20th level, your plague has perfected it’s War properties. You can now use War’s Champion a number of times per long rest equal to your Intelligence modifier plus three (minimum of 1), and creatures have disadvantage on a saving throw made against Suspicion.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Plaguebearer class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the Plaguebearer class, you gain the following proficiencies: Poisoner's Kit

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