EoE:Deathbringer

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A Deathbringer necromancer

Deathbringer

Deathbringers are those who have surrounded themselves with the effects of sickness and death. They spread disease to those around them and have mastered the consequences of decay. Necromancers who study this art become so accomplished with their understanding of decomposition that they are capable of forcing the effects of death onto living flesh.
A necromancer that seeks the art of the Deathbringer becomes accustomed to persisting around illness and learns how to manifest diseases of their own creation. They see epidemics as a form of macabre beauty that can be harnessed to create a balance in the cycle of life.

Deathbringer Features
Level Feature
2nd Art Spells, Plague Bearer
6th Rapid Rot
14th Manipulator of Death
18th Plague Spreader

Art Spells

You gain art spells at the necromancer levels listed.

Deathbringer Art Spells
Level Spells
3rd gentle repose, ray of enfeeblement
5th feign death, stinking cloud
7th blight, confusion
9th cloudkill, contagion

Plague Bearer

Starting at 2nd level, you learn how to create and spread disease in an instant. You learn two diseases of your choice, which are listed at the end of the Deathbringer description. You learn one additional disease of your choice when you reach 11th level, and one more when you reach 17th level.

Additionally, when you gain a level in this class, you can choose one of the diseases you know and replace it with another disease. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to spread a disease that you know, forcing the creature to make an Endurance saving throw. The DC for the saving throw is equal to your spell save DC. On a failed save, the creature suffers the effects of the chosen disease for the next 10 minutes. If more than one creature starts its turn within 10 feet of you, you can choose which creature to spread the disease to. A creature that succeeds on the saving throw is immune to this disease for the next 24 hours. If the disease requires the infected creature to make additional saving throws, the DC is equal to your spell save DC.

Additionally, A creature that is infected by the disease takes 1d6 necrotic damage on the start of each of its turns.

Rapid Rot

Starting at 6th level, when you cast a spell that deals necrotic or poison damage, or when an infected creature takes damage from a disease created by your plague bearer feature, you can add your Intelligence modifier to the damage.

Manipulator of Death

At 14th level, you can use fragments of soul energy to manipulate your spells and attacks to bring death and decay. When you cast a spell that deals acid, cold, fire, force, or lightning damage, or when you deal damage from a weapon attack, you can expend one Soul Point to replace that damage with your choice of either necrotic or poison damage. You can only replace one type of damage from the attack.

Plague Spreader

At 18th level, you can expend one or more Soul Points and use an action to choose a corpse you can see or a creature infected by a disease. The corpse or creature explodes in a burst of disease, forcing each creature within 10 feet of it to make an Endurance saving throw. On a failed save, each creature takes 2d8 necrotic damage for each Soul Point expended and they are infected with the same disease the creature was infected with. If the target is a corpse, you can choose to spread a disease that you know. A creature takes half as much damage on a successful save and is not infected by the disease.

Diseases

The disease you can learn are presented in alphabetical order.

Ataxia

The creature is temporarily infected with the ataxia disease, causing muscle stiffness and pain. The infected creature's Strength and Agility attribute scores are reduced by 2 and they have disadvantage on Agility checks.

Brain Fever

The creature is temporarily infected with the brain fever disease, which slowly decays their mental strength. The infected creature's Intelligence attribute score is reduced by 2. Additionally, their magicka is reduced by 2 at the start of each of their turns.

Chills

The creature is temporarily infected with the chills disease, creating an unnatural fear in their mind. The infected creature has disadvantage on Willpower saving throws. Additionally, each time the creature takes damage from one of your attacks, it must succeed on a Willpower saving throw or be frightened of you until the end of their next turn.

Helljoint

The creature is temporarily infected with the helljoint disease, affecting the creatures mobility and coordination. The infected creature has disadvantage on Agility saving throws and their speed is reduced by half.

Shakes

The creature is temporarily infected with the shakes disease, causing the creature to shake uncontrollably. Each time the infected creature makes a weapon attack, it must make an Endurance saving throw. On a failed save, it has disadvantage on the attack. Additionally, the creature has disadvantage on Strength checks.

Witbane

The creature is temporarily infected with the witbane disease, affecting the creatures ability to concentrate. Each time the infected creature casts a spell that requires a spell attack roll, it must make an Endurance saving throw. On a failed save, it has disadvantage on the attack roll. Additionally, if the creature is concentrating on spell, it must make an Endurance saving throw equal to your spell save DC at the start of each of its turns or the concentration ends.

Wither

The creature is temporarily infected with the wither disease, causing an acute loss of energy and weakness. The infected creature gains one level of exhaustion. At the start of each of the creatures turns, it must make an Endurance saving throw. On a failed save, the creature gains one additional level of exhaustion. On a successful save, the creatures exhaustion level is reduced by one, but it can't be reduced below one.

Wound Rot

The creature is temporarily infected with the wound rot disease, which slowly erodes the creatures health. Whenever the infected creature takes poison or necrotic damage, their maximum hit points are reduced by an equal amount to the damage done, and they are unable to restore hit points until the end of their next turn.