Base Class: Rogue
You have focused and honed your skills towards the eradication of disease and all who spread it, be it monster or man. Using your knowledge of the medical arts to your advantage in battle, plague doctors focus on supporting their allies and making it a living hell for their enemies. Using both medicine and poisons, sometimes even diseases themselves, to fight others requires a delicate balance that plague doctors excel at. At the end of the day, all that matters is that you see more healthy people than sick, how it comes to that is up to you.
Scholar of Disease
3rd-level Plague Doctor feature
You gain proficiency with the herbalism kit and the Medicine skill. In addition, drinking or administering potions takes a bonus action instead of an action.
Toxin Injection
3rd-level Plague Doctor feature
Through trial and error, you have learned to mix potent and dangerous toxins. You gain proficiency with the poisoner's kit and you learn three Toxin Injection options of your choice (see “Toxin Injection Options” below). You have a number of these injections equal to twice your proficiency bonus, which you regain after a long rest if you have a poisoner's kit. If you don't have a poisoner's kit you instead regain injections equal to your proficiency bonus.
As a bonus action, you can lace one of your weapons with a toxin. The next time you hit a creature with an attack it must make a Constitution saving throw or be under the effects of the toxin for 1 minute. The creature can make the saving throw again at the end of each of its turns ending the effect on a success. A creature can only be under the effects of one Toxin at a time, this increases to two at 13th level. You gain two additional toxins at 9th, 13th, and 17th level. Some toxins gain an added effect when you reach 13th-level.
Toxin save DC = 8 + your proficiency bonus + your Intelligence modifier
Field Medic
9th-level Plague Doctor feature
Your studious nature and work habit have conditioned your body to function with less sleep; you gain the benefits of a long rest in half the time and your proficiency bonus is doubled for any ability check you make that uses the Medicine skill. Additionally, you've learned new helpful ways to apply your toxins. As an action, you can expend one of your injections to use one of the following options on yourself or one creature within 5 feet of you:
• Cure one disease afflicting the target creature.
• End one effect reducing the target's hit point maximum.
• Heal a number of hit points equal to 2d6 + your Intelligence modifier.
• Rid the creature of one effect that blinded, deafened, paralyzed, or poisoned it.
Putrid Immunity
13th-level Plague Doctor feature
Working around sickness and disease has increased your knowledge of the subject and allowed you to build up an immunity to it. You become immune to disease and poison. Your attacks against creatures that are immune to poison damage now instead have resistance. If it is immune to being poisoned it now makes saving throws against it with advantage instead of not at all.
Plague Walker
17th-level Plague Doctor feature
Your mastery of disease has changed you, your knowledge of the plague, and how you can use it to your benefit. You gain resistance to necrotic damage and learn the Infestation cantrip. In addition, as an action, you can use two of your Toxin Injections to cast Animate Dead (zombies only) or Stinking Cloud, or you can use four injections to instead cast Cloudkill or Contagion.
Toxin Injection Options
The Toxin Injection feature lets you choose options for it at certain levels. All options require a Constitution saving throw, they last 1 minute or until the target succeeds on its saving throw. The options are presented here in alphabetical order.
Your Toxin Injection save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Alpha Extract
The chemicals in this toxin cause a creature to go into a frenzy. A creature affected by this toxin loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies.
After you reach 13th level in this class, the creature also has disadvantage on the first Intelligence saving throw it makes while afflicted.
Corrupting Rot
Prerequisite: 17th level
A sinister toxin that simulates a weakened version of a deadly plague. If the target is humanoid and dies while this toxin is still in its system it becomes a zombie at the beginning of your next turn. It is not under your control, moves immediately after your turn, and attacks the nearest creature other than you. As part of this injection, you create a dose of gas that you can take an action to release which neutralizes the toxin and kills any zombies created by it within 30 feet of you. Creatures hit by its attack have disadvantage on Constitution saving throws until the end of the target's next turn. Any humanoids that die to one of its attacks become another zombie at the beginning of your next turn.
If you know this toxin, zombies you make with Animate Dead using the Plague Walker feature have this toxin's abilities added to them. You can't control any zombies turned by the zombies created through Animate Dead that you do control.
Crippling Wail
Prerequisite: 13th level
A virulent toxin that causes the creature to sweat profusely and distract others with their moans of pain. Creatures have advantage on attack rolls against the target affected by this toxin. You don't need advantage to use your Sneak Attack on any creature within 10 feet of the afflicted target as long as you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Dream Shade
Prerequisite: 9th level
A slow-burning toxin that acts as an anesthetic, weakening the body, and puts the afflicted to sleep for a time. A creature affected by this toxin falls unconscious until it takes damage, or someone uses an action to shake or slap the creature awake. For every size category larger than medium the target is, you must increase the number of injections you use for this toxin by 1.
Ebon Ink
This dark toxin goes straight to the afflicted creature’s head, making them hear voices that aren’t there. A creature affected by this toxin is frightened by you.
After you reach 13th level in this class, the creature also has disadvantage on the first Wisdom saving throw it makes while afflicted.
Gloom-Lock
A creeping toxin that restrains the muscles in the creature’s body slowing it down. A creature who is affected by this toxin has its movement speed reduced by 10 feet.
After you reach 13th level in this class, the creature also has disadvantage on the first Dexterity saving throw it makes while afflicted.
Passion Petal
The infusion of materials in this toxin affects the creature’s mind putting it into a haze. A creature affected by this toxin is charmed by you until it passes its save, or until you or your companions do anything harmful to it.
After you reach 13th level in this class, the creature also has disadvantage on the first Charisma saving throw it makes while afflicted.
Summer's Kiss
The toxin bubbles within the creature’s body, burning them from the inside. The creature affected by this toxin takes 1d10 acid damage at the start of each of its turns.
After you reach 13th level in this class, when you roll a 1 or 2 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Tainted Spore
Prerequisite: 9th level
A putrid toxin that makes the target expel a strong scent that attracts scavengers. 1d4 swarms of rats form in unoccupied spaces 15 feet away from the afflicted creature. The rats only attack that creature and any creature within 5 feet of it. When the afflicted creature dies, passes its save, or when the 1-minute duration ends any remaining swarms disperse and disappear. You can use 2 injections to instead summon 4 swarms of rats instead of rolling. Any creature that dies while a swarm is occupying its space is picked clean and becomes a pile of bones.
Vile Compound
Prerequisite: 17th level
An intricate and deadly toxin that acts faster when deep within a creature’s body. If the target is not cured of this toxin before its duration ends, immediately after the creature fails its last saving throw it takes 15d6 necrotic damage. If the attack made to inject this toxin also used your Sneak Attack, the time it takes for the toxin to activate is reduced by one round for every 6 damage done by your Sneak Attack. If the target dies from this damage or if the toxin was still in its system when it died, a sickening gas seeps out from its open wounds spreading in a 15-foot radius from the dead body. Until the end of your next turn creatures within the gas have disadvantage on Constitution saving throws.
Weeping Blight
This concocted toxin causes the creature to bleed from the eyes, nose, and ears. The creature affected by this toxin is poisoned.
After you reach 13th level in this class, the creature also has disadvantage on the first Strength saving throw it makes while afflicted.
Withering Embrace
Prerequisite: 13th level
A horrid toxin that eats away at the body weakening it. The afflicted creature's hit point maximum is decreased by 2d6. Once per round, if the creature takes damage from your Sneak Attack while this toxin is still active its hit point maximum decreases by 2d6 at the beginning of its next turn. The reduction lasts until the target finishes a long rest and if the creature's hit point maximum is reduced to 0 or it dies while the toxin is still in its system its body turns to dust.
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