Base Class: Rogue
You have studied the humanoid body on a more intimate level than other Rouges. While others may know where best to stab to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes. Despite their medical training, many Plague Doctors are, in fact, charlatans and con-men. They heal wherever they go, but most charge a substantial fee and often channel dark magic to facilitate the spread of disease to acquire more patients. Despite the selfish motives of many Plague Doctors, there are some that genuinely wish to help the sick and less fortunate.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: infestation and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Plague Doctor's Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and necromancy spells on the wizard spell list.
The Spells Known column of the Plague Doctor Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or necromancy spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Plague Doctor Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
General Medicine
When you choose this archetype at 3rd level, you gain proficiency in Medicine if you don't already have it, whenever you make a Medicine (Wisdom) check, you gain a bonus to the check equal to your Intelligence Modifier.
Additionally, you can expand one use of a healer's kit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regain an extra 1d6 hit points, and can't regain hit points from this feature again until it finishes a long rest. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Disease Resistance
At 3rd level, you have grown accustomed to dealing with poisons and the stench of death. You gain resistance to poison and necrotic damage.
Debilitating Strike
At 9th level, you learn to apply your anatomical knowledge in direct combat to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forego three of your Sneak Attack Dice to hinder the creature provided they have the appropriate physiology.
The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or suffer one of the following effects of your choice:
Bleed:
At the start of each of the target's turns, it loses 2d6 hit points due to blood loss. This ability can be stacked. At the end of each of its turns, the target can make another Constitution saving throw. On a success, or after 1 minute, the effect ends on the target.
Hamper:
The target's movement speed is reduced by 15 feet, and it has disadvantage on Dexterity saving throws. At the end of each of its turns, the target can make another Constitution saving throw. On a success, or after 1 minute, the effect ends on the target.
Pain:
The target has disadvantage on attack rolls. At the end of each of its turns, the target can make another Constitution saving throw. On a success, or after 1 minute, the effect ends on the target.
Dosage Control
Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a potion of healing within reach. The potion can now be used twice before it is consumed with the second dose equaling half the dose of the original potion. For example, the second dose for a healing potion of 2d4+2 would heal 1d4+1
Self Sustain
Starting at 17th level, due to your exposure to death you gain the talent to expel your own failing mortality unto others around you. When you must make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of necrotic energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 4d8 + your Intelligence modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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11/12/2018 3:03:29 AM
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