Wizard: School of Miasmatism
In the middle ages, particularly during various severe plagues, many "scientific" theories were put forth as to the nature of disease. One prevailing theory stated that miasmas - bad air (or "malaria"), a desecrated graveyard or swamp, and the like - were simply areas in which disease prevailed. Obviously, the reality is far more complex, but in D&D why not allow for miasmatic illness to be a real thing? And if this is the case, wouldn't wizards want to study and control it?
Plague Averse
When you take this school at 2nd level, you gain resistance to poison damage and advantage on saving throws against becoming poisoned or contracting disease.
Sickening Touch
Additionally at 2nd level, you gain a special spell attack. You may touch a creature within 5ft of you and make a spell attack roll. If you hit, expend a spell slot; the creature gains the poisoned condition until it completes a short or long rest.
When you gain 4th level spell slots, you may expend a spell slot of 4th level or higher to make the condition last until after completing a long rest; short rests do not remove the condition.
Macabre Magic
At 6th level, when you cast a spell that deals damage to one or more creatures if they fail a saving throw, you may enhance the spell to afflict them. You may apply one of the following effects to all creatures that fail the saving throw:
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after you complete a short or long rest.
Reverse Malaria
When you reach 10th level, you may use your spell slots to treat diseases in creatures around you. You may touch a creature as an action, curing it of one lingering injury, disease, or poison per level of the spell slot you expend.
Necrosis
At 14th level, your sickening touch feature becomes particularly deadly. If you use a spell slot of 4th level or higher when you use this ability, rather than giving the target the poisoned condition, you may afflict them with any of the diseases listed on DMG page 257.
Plague Averse
When you take this school at 2nd level, you gain resistance to poison damage and advantage on saving throws against becoming poisoned or contracting disease.
Sickening Touch
Additionally at 2nd level, you gain a special spell attack. You may touch a creature within 5ft of you and make a spell attack roll. If you hit, expend a spell slot; the creature gains the poisoned condition until it completes a short or long rest.
When you gain 4th level spell slots, you may expend a spell slot of 4th level or higher to make the condition last until after completing a long rest; short rests do not remove the condition.
Macabre Magic
At 6th level, when you cast a spell that deals damage to one or more creatures if they fail a saving throw, you may enhance the spell to afflict them. You may apply one of the following effects to all creatures that fail the saving throw:
- Disoriented. A creature’s speed is reduced to 0ft until the end of your next turn.
- Dizzy. A creature’s speed is halved for 1 minute. They can repeat the save at the end of each of their turns, ending the effects on a success.
- Fever. A creature gains the poisoned condition for 1 minute. They can repeat the save at the end of each of their turns, ending the effects on a success.
- Occipital Pressure. A creature is blinded until the end of your next turn.
- Migrainous. A creature falls prone.
- Temporal Pressure. A creature is deafened for 1 minute. They can repeat the save at the end of each of their turns, ending the effects on a success.
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after you complete a short or long rest.
Reverse Malaria
When you reach 10th level, you may use your spell slots to treat diseases in creatures around you. You may touch a creature as an action, curing it of one lingering injury, disease, or poison per level of the spell slot you expend.
Necrosis
At 14th level, your sickening touch feature becomes particularly deadly. If you use a spell slot of 4th level or higher when you use this ability, rather than giving the target the poisoned condition, you may afflict them with any of the diseases listed on DMG page 257.