Artificer
Base Class: Artificer

"A robed figure with a white bird mask walks into a dark room, observing a man tied to an operating table, his screams echoing as boils and growths cover his body. The masked figure injects a mysterious syringe, causing the man to bleed from his eyes. With another syringe, the boils vanish, and the bleeding stops, for this is no ordinary doctor—it is a Plague Doctor Artificer."

Some artificers dedicate themselves to the study of disease—not to cure it, but to master it. Plague Doctors see sickness as both a tool and a weapon, spreading custom-crafted infections while bolstering their allies through twisted medical expertise. A Plague Doctor walks the fine line between healer and harbinger, a savior to some and a nightmare to others.

Plague Doctor Spells

3rd-level Plague Doctor feature

You gain the following spells at certain levels in the class. These spells count as prepared and do not count against the number of artificer spells you can prepare.

Artificer Level Spells
3rd Cure Wounds, Hex
5th Blindness/Deafness, Lesser Restoration
9th Bestow Curse, Revivify
13th Confusion, Death Ward
17th Contagion, Mass Cure Wounds

Expert Physician

3rd-level Plague Doctor feature

Your years of dedicated study and practice grant you several significant advantages:

  • Medicine Expertise: You gain expertise in the Medicine skill and proficiency with healer’s kits.

  • Constitution Resilience: You gain proficiency in Constitution saving throws.

  • Doctor’s Attire: You gain a doctor’s mask and robe. While wearing these, you have resistance to poison damage, immunity to disease, and advantage on saving throws against being poisoned.

  • Healer Feat: You gain the Healer feat.

Weaponized Plague

3rd-level Plague Doctor feature

You create a plague that infects your enemies. As an action, you choose one creature you can see within 30 feet of you. The creature must make a Constitution saving throw against your spell save DC. On a failure, it becomes infected and takes 1d4 poison damage at the start of each of its turns.

Plague Mechanics:

  • At the end of each of its turns, the infected creature rolls a single Constitution saving throw. On a success, it removes the infection. On a failure, it remains infected.

  • The creature can end this effect with three successful saves. On a natural 20, it becomes immune to the infection for 24 hours. On three failed saves, the creature is infected for one minute. On a natural 1, it is infected for the next hour.

  • If another creature ends its turn within 5 feet of an infected target, it must also make a Constitution save against your spell save DC, becoming infected on a failure.

  • You can use this ability a number of times equal to your proficiency bonus per long rest.

Every long rest, choose one additional symptom for the plague:

  • Neural Dysfunction: Infected targets have disadvantage on Constitution, Dexterity, and Strength ability checks, saving throws, and attack rolls.

  • Weakness: Infected targets have their AC reduced by an amount equal to their Constitution modifier (minimum -1).

  • Memory Loss: Infected targets lose their proficiency bonus for ability checks, saving throws, and attack rolls and instead suffer a penalty equal to their proficiency bonus.

Forbidden Medicine

5th-level Plague Doctor feature

Your mastery of medicine reaches new heights, granting you further abilities to heal and protect:

  • You can heal for 1d8 hit points instead of 1d6 using the Healer feat and add your Intelligence modifier to the amount healed.

  • You gain the Spare the Dying cantrip, which also heals for a number of hit points equal to the target’s Constitution modifier (minimum 1).

  • You can cure poison or paralysis with a touch as an action a number of times equal to your proficiency bonus per long rest.

Greater Plague

9th-level Plague Doctor feature

Your plague becomes even more infectious and dangerous, dealing 1d8 damage instead of 1d4, and the infection radius increases to 15 feet. You can also choose an additional effect each long rest:

  • Growths: Infected targets cannot wield weapons and have disadvantage on spell attacks that require an attack roll.

  • Fear Toxin: Infected targets are frightened of you.

  • Zombie Plague: If an infected target falls to 0 hit points, it becomes a zombie under your control. Add your proficiency bonus to its rolls, your level to its hit points, and your Intelligence modifier to its hit points, saving throws, and attack rolls. You can control up to a number of zombies equal to your Intelligence modifier. These zombies last for 1d4 hours.

 

 

Harbinger of Plague and Medicine

15th-level Plague Doctor feature

You have mastered the balance between healer and executioner:

  • You gain immunity to poison and acid damage.

  • The Healer feat improves to heal 1d12 hit points, adding your proficiency bonus to the amount healed. You can only heal each creature once per short or long rest.

  • Your plague becomes the ultimate disease, dealing 1d12 damage with an infection radius of 25 feet. You can choose an extra plague effect each long rest:

  • Paralysis: Infected targets must make a DC 17 Constitution saving throw or be paralyzed for one round at the start of their turn.

  • Vulnerability: Choose two damage types; infected targets become vulnerable to those damage types.

  • Infectious Touch: When you touch a creature, it is infected with your plague without a saving throw. This ability can be used a number of times equal to your Intelligence modifier per long rest.

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