The Leper (5e Subclass)

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The Leper[edit]

Warlock Subclass

The Leper is a sinister and ancient being, an embodiment of disease and decay. It resides in the darkest corners of existence, drawing power from the putrid essence of suffering and corruption. The Leper's influence spreads like a contagion, its tendrils reaching out to those who are desperate or willing to embrace its cursed gifts.

Some say they are carriers of the cursed disease, others say they are just too stubborn to die with their beliefs. No matter how people despise them, no one can deny the long forgotten divinity shining through their rotting bodies.

Expanded Spell List[edit]

The Leper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st inflict wounds, ray of sickness
2nd blindness/deafness, protection from poison
3rd animate dead, vampiric touch
4th blight, death ward
5th contagion, insect plague

Infected Resilience[edit]

At 1st level, you gain resistance to poison damage and advantage on Constitution saves against the poisoned condition. Additionally, you become immune to disease, and you no longer require food, water, or sleep.

Servant of the Dead Dod[edit]

Starting at 1st level, you gain the favor of the Dead God, granting you insights into the mysteries of life and death. You gain the following benefits:

  • Spectral Guidance: As an action, you can commune with the spirits of the dead, seeking guidance or information. You gain advantage on one ability check or skill check of your choice. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Revenant's Resilience: You have advantage on Death saving throws and saves against being frightened. Additionally, if you are reduced to 0 hit points but not killed outright, you can choose to remain at 1 hit point instead once per long rest.

Divine pathogen[edit]

Starting at 6th level, you learn to infuse your spells with a touch of divine contagion. Whenever you deal damage to a creature with a warlock spell that requires a spell slot, you can choose to deal poison damage with it.

If you do so, you afflict the target with a lingering disease. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target becomes diseased, suffering the effects of a specific disease of your choice for a duration determined by the chosen disease.

Corrupted Strike[edit]

At 10th level, your attacks carry a corrupted essence that spreads disease and decay. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal additional necrotic damage equal to 1d8 per level of the spell slot spent plus your Charisma modifier. The target must also make a Constitution saving throw against your spell save DC. On a failed save, the target becomes poisoned until the end of its next turn.

Last Phase[edit]

At 14th level, you tap into the darkest aspect of your patron's power, embracing the ultimate stage of decay and corruption. As an action, you enter the Last Phase for 1 minute. During this time, you gain the following benefits:

  • You have resistance to all damage except radiant damage.
  • You can use your action to release a burst of foul energy. Each creature of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC, taking necrotic damage equal to your warlock level on a failed save, or half as much on a successful one.

Whenever you deal necrotic or poison damage to a creature, that creature is poisoned until the end of your next turn.

Once you use this feature, you can't do it again until you finish a long rest

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