You speak a small prayer into your mask which resigns the irredeemably sick to death, intended to open the gates to the afterlife.
You target any number creatures within range that are currently infected by you. If the target has 50 hit points or fewer, it dies. If the target has more than 50 hit points, it must succeed on a constitution saving throw or take half of its current hit points in poison damage. Any creature that dies expels noxius fumes within 10ft of it. All creatures within this area must suceed on a consitution saving throw or become infected by you for 1 hour.
You conjure up vile false images and smells which attempt to overwhelm a creature's senses.
Choose any number of creatures within range that are currently infected by you. These creatures must succeed on a wisdom saving throw or take 8d6 psychic damage. On a successful save, a creature takes half damage. On a failed save, the creature falls prone and is incapacitated as it begins vomiting profusely if it is able to vomit.
At the start of each of its turns it succeed on a constitution saving throw or take 4d6 psychic damage, and be incapacitated and fall prone as it continues to vomit.
A creature incapacitated by this spell has its speed halved.
You transform a willing creature you touch, along with everything it's wearing and carrying, into a gaseous plague cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method is a flying speed of 50ft. The target has resistance to nonmagical damage, and has advantage on Strength, Dexterity and Constitution saving throws.
The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a gaseous plague cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
The target can enter and occupy the space of another creature - if it chooses to do so at any point, that creature must make a
consitution saving throw or take 8d8 poison damage and become infected for 1 hour. On a successful save, the creature takes half damage and is not infected.
You must be concentrating on a miasma spell in order to cast this spell, otherwise the spell fails.
Your miasma turns a shade of purple as you magically infuse it with hallucinogenic toxins.
All creatures within the area of effect of your miasma must succeed on a Wisdom saving throw or take 6d8 psychic damage and use its reaction to immediately move up to its speed and make a melee attack with advantage against a random creature also within the miasma. On a successful save, a creature takes half damage and does not use its reaction.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you
instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
You can cast find familiar once per day without using material components or a spell slot. You can only choose a Raven as its form (PHB 309).
Your familiar uses your spell attack bonus for its attacks, and its maximum hit points are increased by twice your plague doctor level.
When your raven hits with a melee attack, you can force the target creature to make a constitution saving throw using your spell save DC. On a failed save, the creature is infected for 1 hour.
In addition, you are able to speak with Ravens and similar avian creatures as if you had cast speak with animals.
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Whenever you cast poison spray on a target and it fails its saving throw, that target is also infected for 1 hour.
In addition, you can add your wisdom modifier to the damage you deal with this cantrip.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
While a creature is infected, it suffers minor adverse effects such as a cough or fatigue, and is unable to gain advantage by any means.
You point at a creature and a streak of pale green energy shoots from your hand and strikes it.
A target within range must make a constitution saving throw. If it is infected by you, it makes this saving throw with disadvantage. On a failed save, the creature takes 4d10 + 20 poison damage and becomes poisoned for 1 minute.
A creature poisoned this way takes 2d10 + 10 poison damage at the start of each of its turns.
On a successful save, the creature takes half damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of all effects caused by this spell increases by 1d10 for each slot level above 5th.
You touch the ground and it erupts before you in a mound of bones and flesh.
You create wall of corpses on a solid horizontal surface within range. You can make the wall up to 30 feet long, 10 feet high and 5ft thick. The wall can be any shape you choose, and lasts for the duration.
Any creature that attempts to climb the wall must succeed on a athletics check to climb it, The DC equals your spell save DC. Anyone who touches the wall must also make a constitution saving throw or become infected for 1 hour. The surface on top of the wall is difficult terrain.
Each 5ft section of the wall has an AC of 10, 70 hit points, is resistant to bludgeoning, piercing and slashing damage and immune to poison damage.
You target a creature within range that is currently infected by you and conjure a swathe of rats and vermin which overwhelm it. The creature must make a dexterity saving throw or become incapacitated and take 4d4 piercing damage at the start of each of it's turns.
A creature incapacitated this way can make a dexterity saving throw at the end of each of its turns to end this effect.
If it succeeds on this saving throw it instead takes half damage and is only incapacitated until the end of it's next turn.
A creature that is incapacitated by this spell by any means has its speed reduced to 0.
Once the effect ends the rats disperse and vanish.
A sickly wave of energy erupts from your hand, accelerating the effects of nearby infections and causing them to burst violently from their hosts.
You target any number of creatures within range that are currently infected by you. The target creatures and any creature within 5ft of each target must make a constitution saving throw or take 1d6 poison damage. If a creature would be subjected to multiple instances of this effect, they make this saving throw only once, and all sources of damage apply. Creatures that pass the saving throw take half damage. Targets of the spell are no longer infected.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of expunge increases by 1d6 for each slot level above 2nd up to a maximum of 3d6 additional damage.
You make a swirling motion with your hands and conjure a barely visible pale green cloud, riddled with all manner of toxic substances.
You create a 5ft radius cloud of poisonous gas centred on a point within range which lasts for the duration. The cloud spreads around corners. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw or take 2d4 poison damage and become infected for 1 hour.
Whilst concentrating on the spell, you can use your bonus action to move the area up to 20 feet to a point within range you can see.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius that miasma covers increases by an additional 5 feet per spell level beyond the 1st, up to a maximum of 10 additional feet.