Ill Knowledge
By 2nd level, you have gained additional knowledge
regarding diseases and plagues. You gain proficiency in the
Medicine skill and the Herbalism Kit, and you have
advantage on saving throws against diseases.
Plague Magic
Beginning at 2nd level, you have begun your journey into
plague magic. Whenever a creature fails a saving throw
against a spell that you cast of 1st level or higher that deals
either necrotic or poison damage, the creature becomes
infected with a temporary disease. Until the end of its next
turn, the creature suffers one of the following effects of
your choice:
- The creature's movement speed is halved.
- The creature has disadvantage on Constitution saving throws.
- The creature must spend its bonus action retching and coughing, if it has a mouth.
- The creature cannot gain temporary hit points.
Sanitize & Infect
At 6th level, you have learned how to both remove and
bring disease. You add the lesser restoration and stinking
cloud to your spellbook, and lesser restoration is
considered a wizard spell for you. When you cast stinking
cloud, you can choose to have the spell centered on
yourself and move with you for the spell’s duration, and you
are immune to the spell’s effects while it is active. The spell
also does not require concentration when cast in this way.
Once you cast stinking cloud in this way, you can’t do so
again until you finish a short or long rest, though you can
still cast it normally using an available spell slot.
Afflicted Constitution
By 10th level, you have become attuned to the effects of
disease. You gain immunity to the poisoned condition and
disease.
In addition, you add the contagion spell into your
spellbook. When you cast contagion, you can inflict a target
with two effects instead of one.
Once you cast contagion in this way, you can’t do so
again until you finish a short or long rest, though you can
still cast it normally using an available spell slot.
Malady Mastery
At 14th level, the diseases and poisons you create have
become dangerously efficient. Whenever a creature fails a
saving throw against one of your spells that deals acid or
poison damage or inflicts a disease, the creature’s
maximum hit points are reduced by an amount equal to
twice your wizard level plus your Intelligence modifier for
the next year. A creature can only be affected by this ability
once per year, and a creature affected by this ability cannot
restore these lost hit points for the duration of the effect,
aside from the greater restoration or wish spells.
Comments