Pathogen
Designed by
About this class
Be the disease you were meant to be
Domains
Sage
Starting stats
Hope feature
Class features
-
Symbiosis
When you **deal damage** to a creature within **Far Range**, spend **1 Hit Point** to temporarily *Inhabit* that creature, while you *inhabit* this creature you gain the following benefits.
- When their Hitpoints reach 0 you can permanently kill the creature and **clear 1 HP.**
- Damage you deal against that creature cannot be reduced to 0 by armor or other means.
- You can **Spend a Hope** to lightly influence their actions like a worm in the back of their head.
(make them say a wrong word in a conversation, make them want to go to the bank, make them think of cats)
- You can **Mark a Stress** to temporarily *restrain* them
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You can only *inhabit* one creature at a time, at level 5 this becomes 2 creatures at level 8 this becomes 3.
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You cannot *inhabit* the creature if the attack to *inhabit* them would kill them. A creature can mark a Hit Point during a GM spotlight to end the *Inhabited* condition "curing" themselves, a "cured" creature cannot be *Inhabited* again until a long rest.
Class items
- A sample of a specimen or a broken piece of your body.
Character questions
Background prompts
- What is your method of infecting people, is it extremely gross or is it appealing?
- What caused you to house this strange specimen, is it outward or does it come from within?
- Are you sure you are even yourself or if this entity is you?
Connection prompts
- Why do you trust me, knowing what I can do?
- Would you let me use my powers on you having seen what they do to people?
Subclass cards
Printable via header menu
Parasite
Foundation
SPELLCAST TRAIT: Instinct
Parasite
Specialization
Parasite
Mastery
Mutualist
Foundation
SPELLCAST TRAIT: Instinct
Mutualist
Specialization
Mutualist
Mastery
Carnivore
Foundation
SPELLCAST TRAIT: Instinct
Carnivore
Specialization
Carnivore
Mastery
Pathogen
Be the disease you were meant to be
Domains
Sage + Blood
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A sample of a specimen or a broken piece of your body.
Pathogen’s Hope Feature
Mitosis : Spend 3 Hope to Clear 1 Hit Point then Inhabit a creature within far range discreetly.
Class Features
Symbiosis
When you **deal damage** to a creature within **Far Range**, spend **1 Hit Point** to temporarily *Inhabit* that creature, while you *inhabit* this creature you gain the following benefits. - When their Hitpoints reach 0 you can permanently kill the creature and **clear 1 HP.** - Damage you deal against that creature cannot be reduced to 0 by armor or other means. - You can **Spend a Hope** to lightly influence their actions like a worm in the back of their head. (make them say a wrong word in a conversation, make them want to go to the bank, make them think of cats) - You can **Mark a Stress** to temporarily *restrain* them #### You can only *inhabit* one creature at a time, at level 5 this becomes 2 creatures at level 8 this becomes 3. #### You cannot *inhabit* the creature if the attack to *inhabit* them would kill them. A creature can mark a Hit Point during a GM spotlight to end the *Inhabited* condition "curing" themselves, a "cured" creature cannot be *Inhabited* again until a long rest.
Pathogen Subclasses
Choose either the Parasite or Mutualist subclass.
Parasite
Play the Parasite if you wish to control your enemies and take them out from within.
Spellcast Trait
Instinct
Foundation Features
- Neural Specimen: When you Inhabit a creature and they cannot see you, the target does not know they are Inhabited. After a long rest you can see and hear from the eyes and ears of any creature who is still inhabited.
- Synapse: Once per long rest when an inhabited creature uses their standard attack you can redirect it towards another creature within their attack range.
Specialization Feature
- Cross Contamination: When an enemy marks a Hit Point against you within melee range and they have at least 1 Hit Point marked, contaminate them making them inhabited.
- Mutually Assured Destruction: Mark 3 Hit Points to automatically deal severe damage to an inhabited creature ending their inhabited condition, this creature cannot be inhabited again until you take a long rest.
Mastery Feature
- Biological Mirror: Mark a stress to cast a spell from an Inhabited creatures space
- Perfected Specimen: After a long rest you can command of any creature who is still inhabited to do actions that will not directly harm them.
Mutualist
Play the Mutualist if you want to make your teamates superior by injecting them with a piece of you.
Spellcast Trait
Instinct
Foundation Features
- Basis of Mutualism: After a long rest choose a number of willing allies equal to your tier, these allies become Inhabited but do not count towards the number of creatures you can inhabit. when an Inhabited creatuer dies you can Clear 1 HP of an Inhabited ally instead of yourself. Inhabited allies gain piece of your consciousness allowing them to know how you would act in certain situations. Allies who are Inhabited can also choose to “cure” themselves at any point Clearing 1 Stress, but cannot be Inhabited again until after a long rest.
- Shared Synapsis: Mark a Stress to gain the sense of touch of an Inhabited creature.
Specialization Feature
- Shared Vengeance: If you or an Inhabited ally mark 3 or more Hit Points due to an attack made by a creature, you and all Inhabited allies gain advantage towards their next action roll to bring harm to that creature.
- Hive Mind: you can see through the eyes of the Inhabited, and can cast spells from Inhabited allies spaces.
Mastery Feature
- Shared Pain: When you or an Inhabited ally mark 3 or more Hit Points you can distribute the damage among you and other Inhabited allies. When sharing pain, recipients of damage may not use armor slots to reduce damage.
- Shared Knowledge: Pick an ally to be your bonded partner then pick the domain-touched card of one of the domains either of you own, both of you share the card as long as it is in one of your hands and count the cards on both of your hands to meet its conditions.
Background Questions
Answer any of the following, or create your own.
- • What is your method of infecting people, is it extremely gross or is it appealing?
- • What caused you to house this strange specimen, is it outward or does it come from within?
- • Are you sure you are even yourself or if this entity is you?
Connections
Ask one of the following, or improvise.
- • Why do you trust me, knowing what I can do?
- • Would you let me use my powers on you having seen what they do to people?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.