Personal Pandemic
You’ve tinkered with diseases and ailments under a microscope enough to know how they work and begin to develop your own. At 2nd level you gain both healer’s touch and destroyer’s touch though they share the same pool of points. Additionally when you use at least 10 points on destroyer’s touch on a successful hit you attempt to place a unique Disease on the target. The target must make a Constitution Saving Throw versus your Special Save DC or become Diseased. The infected creature repeats the Constitution Saving throw at the end of their turn on a failed Save they gain an additional rank of the Condition listed on your level 2 effect, but on a successful save the rank is decreased by one. If the amount of ranks is reduced to zero they are immediately cured of the disease. Choose one level 2 effect for your Disease from the options listed.
Flesh Rot: The target immediately gains one rank of Decayed. The target cannot take an action to attempt to cure this decay as normal.
Distorted Perceptions: The target immediately gains one rank of fear with you as their target.
Love Sickness: The target immediately gains one rank of charmed with you as their target.
Disorienting Fever: The target immediately gains one rank of confused.
Enfeebling Flu: The target immediately gains one rank of weakened.
Reverse Bioengineering
You can quickly pick apart diseases and cure them at a touch. At 5th level when you use healer’s touch you can now cure diseases for no additional point cost. Additionally your disease gains one of the following effects while a creature is under its effects.
Lethargy: The target's movement speed is reduced by 5 for each rank they have of the level 2 Condition.
Draining: When a creature fails the Save at the end of their turn they also gain a rank of Poisoned. The stacks of poison increase and decrease at the same rate and conditions as the level 2 effect. Half the energy damage they take from the Poisoned condition is returned to you.
Nauseating: The creature has disadvantage on Concentration Saving Throws while it is under your disease.
New Vector
You've learned how to make your disease more infectious. At 9th level choose one of the following effects that impacts ways your disease can be inflicted.
Fungal: When you would use a Special Technique that requires a Saving Throw to inflict a condition you can double the energy cost of the Technique. If you do so on a failed Save the target(s) contract your disease.
Airborne: When a creature that is hostile to you starts its turn next to a creature that is inflicted with your disease they must make a Constitution Saving Throw versus your Special Technique DC or contract your disease.
Doctor of Diseases
You know how your disease functions inside and out and can help its effects take root in its victims. At 13th level a creature within 10ft of you that would make a Saving Throw against contracting or worsening their disease suffer a 1d4 penalty to their check.
Uncurable
You have found a method to avoid all protections against your disease. At 17th level once per short rest when you would target a creature with your disease you can ignore immunity to the Diseased condition. This usage is only consumed if the disease takes place. Additionally, when the ranks of the level 2 effect reach 0 the disease is not removed though all of its effects are suppressed until they would gain another rank of the level 2 effect. The creature targeted by this effect is diseased for 10 minutes.