The Infestation (5e Subclass)

The Infestation

Your patron revels in suffering. They take hold of nations and even continents through the form of sickness and diseased creatures. As a conduit for your patron, it's your job to bring plagues and hordes of revolting creatures to all in your path.

Expanded Spell List

Your patron has bestowed upon you a handful of spells that plague the world with creatures and illness.

Infestation Expanded Spells
Spell LevelSpells
1stInflict Wounds, Ray of Sickness
2ndMelf's Acid Arrow, Web
3rdConjure Animals, Stinking Cloud
4thGiant Insect, Sickening Radiance
5thContagion, Insect Plague

Wriggling Maggots

Beginning at 1st level, you learn the Infestation cantrip if you don’t already know it. Additionally, you gain proficiency in Intimidation and double your proficiency bonus when making checks with it.

Scurrying Creature

Beginning at 6th level, you can cast Spider Climb on yourself without requiring material components or a spell slot. You must complete a short or long rest before you can use this benefit again. Additionally, when you make a running jump, the distance you cover increases by a number of feet equal to your Charisma modifier

Infectious

At 10th level, you gain immunity to all diseases and poison. Additionally, any melee weapon attack or spell that deals damage with a range of touch deals an additional 1d6 Poison damage to the target. This damage increases to 2d6 at 16th level.

Plaguemaster

At 14th level, the Infestation has suffused itself with your very being. Granting you numerous benefits.

-Any spell you cast that deals acid, necrotic, or poison damage adds you Charisma modifier to it’s damage rolls.

-To a number of creatures you are permanently affected by the Sanctuary spell. (These creatures include all Bats, Centipedes, Insects, Scorpions, Spiders, and Rats.)

-When you cast the Infestation cantrip, you can affect a number of creatures equal to your Charisma modifier. Each creature who fails their saving throw becomes affected by the poisoned condition for one minute as well. The creature(s) affected can attempt to make a Constitution saving throw at the beginning of each of their turns, ending the effect early on a successful save.



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gollark: ↑ someone who has never interacted with any humans
gollark: Plus extra voting-related issues - you have to integrate EVERYONE'S DIFFERENT VALUES into your central plan, and somehow have people vote on incredibly complex plans.
gollark: As I said, you're still stuck with every single other issue of it.
gollark: What, voting on central planning?
gollark: The great thing about central planning is that you don't even have to *try* to cause a famine!
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