Virulent Blood Sorcerer

One with Corruption

Starting at 1st level, your body is a vessel for deadly poison and disease, you gain the following benefits:

  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

  • You are immune to poison and disease.

  • You have proficiency in poisoner's kits

  • You are proficient in the Medicine skill and you can double your proficiency modifier whenever you make a Medicine check related to poison.

Additionally your body is foul and toxic. Whenever a target ingests any part of your body, for example by biting you, they take poison damage equal to your Charisma modifier (minimum of 1).

If a creature were to drain life from you, such as with the Vampiric Touch spell, the target instead takes poison damage equal to the hit points or temporary hit points it would gain.

Plague Sense

Starting at 1st level, your affinity to plagues gives you the ability to sense poison and disease. As an action, you can open your awareness to detect such inflictions. Until the end of your next turn, you know the location of any poison and disease within 60 feet of you as well as any creature that is infected by a poison or disease and know what effect the creature is suffering from, poisoned, diseased or both. This sense does not give you however, any special knowledge about it, such as what type of poison or disease it is. 

Virulent Spells

Starting at 1st level, your affinity for poison and disease grants you additional magical powers.

You learn additional spells when you reach certain levels in this class, as shown on the Virulent Spells table. The spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Virulent Spells

Sorcerer Level



Detect Poison and Disease, False Life


Lesser Restoration, Protection from Poison


Feign Death, Stinking Cloud


Confusion, Sickening Radiance


Contagion, Insect Plague

Soul Shattering Virulence

Starting at 6th level, your poison seeps deep into your targets, harming more than just their physical bodies and reaching into their mind and soul. You gain the following benefits:

  • Any spell or effect you create ignores resistance and immunity to poison damage and immunity to the poisoned condition as well as any other effects that would help defend against poison and the poisoned condition.

  • Spells and effects you create that do poison damage do additional damage equal to your Charisma modifier (minimum of 1). This doesn’t apply to your One with Corruption feature.

  • Whenever you inflict the poison condition on a creature using one spell or effect you create (beside your subclass features) the effect lasts for twice as long.

Infesting Touch

At 6th level, you can cause others sickness only by touching them. When you touch a creature's body with your bare skin you can force it to make a Constitution saving throw against your spell save DC or take 1d4 + your Charisma modifier (minimum of 1) poison damage and be poisoned for 1 minute.

A creature affected by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a succes. You can use this feature an amount of times equal to your Charisma modifier (minimum of 1). Your One with Corruption feature applies the same poisoned effect. You regain all uses of this feature whenever you finish a long rest.

Additionally you can end any poison condition or naturally inflicted disease on a creature you touch as an action.

Plague Control

At 14th level, whenever a creature within 60 feet of you makes a saving throw against poison or disease, you can spend a sorcery point (no action required) to give it disadvantage on the saving throw or you may spend a sorcery point to make a creature automatically succeed on the saving throw.

Additionally creatures you choose in a 10 feet radius originating from you have disadvantage on saving throws against poison.

Plague Aspect

At 18th level you can become an avatar of plague and sickness for a short amount of time. As an action you can spend 6 sorcery points to emanate a aura of sickness and disgust, for 1 minute you gain the following traits:

  • Any creature that starts it’s turn within 30 feet of you must make a Constitution saving throw against your spell save DC or be poisoned for 1 minute and incapacitated until the end of it’s next turn. A creature that succeeds on the save, it’s immune to the incapacitation effect for the rest of the duration.

  • Any creature that starts its turn inside the radius, takes 1d12 poison damage.

  • Any poisoned or diseased creature has its movement speed halved while in the radius.

Extended Poison Spell List

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