Order of the Plague

The followers of the Order of the Plague are those who study curses, poisons and diseases and their origins.

### Rite of Pestilence

When you join this order at 3rd level, you learn the Rite of Pestilence as part of your Crimson Rite feature. When you activate the Rite of Pestilence, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

* When you make a damage roll, your Rite of Pestilence ignore resistance to poison damage. Also, at 11h level, creatures which have immunity to poison damage instead have resistance to poison damage against your Rite of Pestilence.

* At 7th level, when dealing poison damage due to your Rite of Pestilence, creatures must succeed on a Constitution saving throw against your Hemocraft save DC or become poisoned. At the end of each of the target’s turns, it can make a Constitution saving throw to end the poisoned condition. Also, at 11th level, creatures you attempt to poison with your Rite of Pestilence no longer have immunity to the poisoned condition.

### Epidemic Knowledge

Beginning at 3rd level, you gain proficiency in either Herbalism Kit or Alchemist's Supplies. Also, you can use the Hunter's Bane feature when analyzing or when recalling information about Poisons, Curses, Diseases and their ties to supernatural monsters if there are any. Finally, you gain immunity against diseases.

### Miraculous Cure

Upon reaching 7th level, you have discovered a miraculous cure. Whenever you finish a long rest, you can produce a number of wondrous cures equal to your proficiency bonus. Then you may, as a bonus action, apply a cure to a creature to neutralize one disease, one poison affecting it or to end the blind or deafened condition.

### Brand of Sickness

Starting at 11th level, your Brand of Castigation afflicts a foe with a disease. Whenever you hit a creature with a weapon for which you have an active crimson rite, the creature has its speed reduced by half and it must make a Constitution saving throw against your Hemocraft save DC or become blind until the end of your next turn. If the creature is poisoned, it has disadvantage on this saving throw.

### Blood Curse of Contamination

At 15th level, you can cause horrible diseases to sprout from within a creature's blood. As a bonus action, you may curse a creature's blood to infect it with a temporary disease. The target must make a Constitution saving throw, if it is poisoned, it makes this saving throw at disadvantage. The cursed creature must make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. On a failed save, the cursed creature takes 3d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

##### Amplify

Whenever a creature of your choice start its turn within 5 feet of the cursed creature, it must make a Constitution saving throw or be affected by the curse. You can spread this curse to a number of creatures equal to your Hemocraft modifier.

### Last Stand Injection

Upon reaching 18th level, you have developed and modified a very dangerous but very useful disease. As a bonus action, you can inject yourself or another creature next to you with the Last Stand disease. The creature become immune to all damage for 1 minute. After that minute has passed, the creature falls unconscious and instantly fails 2 death saving throw.