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Circle of the Infected (Homebrew)


Hit Points

Hit Dice: d4 per Circle of the Infected (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Druids are tethered to the primal world more so than any other class. This is usually represented in the predatory creatures who can fight and protect the wilds. There is no deadlier predator in nature than disease.    

Infections

When you choose this circle at 2nd level, you become a host for disease. The infestation flowing through you makes you immune to disease. Additionally, you gain the following two features:   Malignant Infection. When you hit a creature with a dagger or natural attack that deals piercing or slashing damage, the creature contracts a Malign Infection. This is a disease that lasts for 24 hours. Until the disease is cured, the target's speed is reduced by 10 feet.   Symbiotic Infection. You touch a willing creature and it contracts a Symbiotic Infection. Until this disease is cured, you can communicate with the creature telepathically if it is within 100 feet of you. As an action, you can see through the creature's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. When you cast a spell with a range of touch, you can cast the spell as if you were in the creature's space. The creature must be within 100 feet of you to use this feature. You can use each of these features a number of times equal to 2 + your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Plague Control

  Additionally at 2nd level, you can manipulate diseases and poisons using your own infection. As an action, you can expend 1 hit dice to cure a creature you can touch of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Plague Control, expending hit dice separately for each one. You gain 5 temporary hit points for each disease or poison neutralized in this way.  

Pernicious Infections

  At 6th level, your spells and features ignore immunity to diseases and the poisoned condition.  

Viral Detonation

  At 10th level, you gain the following two features: Curative Pathogen. You can use a bonus action to expend one spell slot and target either yourself or a creature with your Symbiotic Infection within 100 feet. The target regains 1d8 hit points per level of the spell slot expended. Hungering Pustule. You can use a bonus action to expend one spell slot to force one creatue with your Malignant Infection within 100 feet to make a Constitution saving throw. On a failure, the creature takes 1d8 + your Wisdom modifier damage at the start of its turn for a number of turns equal to the level of the spell slot expended.    

Mutated Infections

  At 14th level, your infection grows stronger and gain these additional features: Malignent Infection. Until the disease is cured, the creature has Disadvantage on Strength, Dexterity, and Constitution saving throws made against your spells and features. Symbiotic Infection. When you cast a spell with a range of "Self", you can instead cast the spell as if you were this creature as long as it is within 100 feet of you.


Created by

CrisisUnbound.

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Class Features

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