Base Class: Artificer
A Plague Doctor is an artificer who specializes in the creation, analysis, as well as the treatment of poisons and disease. Combining the methods of an alchemist and researcher, Plague Doctors spend most of their time either aiding those who've succumb with such ailments or learning more about different poisons and disease.
Tool Proficiency
3rd-level Plague Doctor feature
You gain proficiency in either a herbalism kit or poisoner's kit. If you are already proficient in either tool, you gain proficiency with one artisan’s tools of your choice.
Plague Doctor Spells
3rd-level Plague Doctor feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Plague Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Plague Doctor Spells
Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Plague Resilience
3rd-level Plague Doctor feature
You've built a resilience towards different poisons and disease. You gain resistance against poison damage and have advantage on saving throws against poison and disease.
Esoteric Concoctions
3rd-level Plague Doctor feature
You've created a collection of concoctions made to either aid those in need or to harm your foes. These concoctions are represented by a pool of d6s, known as concoction dice, that you spend as either a Healing Vapor, Deadly Toxin, or Cleansing Salve. The number of dice in the pool is equal to your proficiency bonus.
Healing Vapor. As a bonus action, you heal one creature that you can see within 60 feet of you by spending one or more concoction dice. Roll the number of spent concoction dice and the creature regains a number of hit points equal to the result + your Intelligence modifier (minimum of 1).
Deadly Toxin. As a bonus action, you create a toxin with a number of doses equal to your Intelligence modifier (minimum of 1) by spending one or more concoction dice. You can apply one dose of the toxin to a weapon within 5 feet of you that deals piercing or slashing damage upon creating the toxin and as a bonus action on subsequent turns. When a creature takes damage from the coated weapon, roll the number of spent concoction dice and add the result as poison damage to the attack. The toxin retains its potency for 10 minutes or until the coated weapon hits a creature. The toxin may also be removed from the weapon as a bonus action.
Cleansing Salve. As a bonus action, you touch a creature that you can see and spend one concoction die. If the creature is afflicted by a poison or disease, you neutralize the effect. If the creature is affected by more than one poison or disease, you neutralize one that you know is present, or you neutralize one at random.
You regain all expended concoction dice when you finish a short or long rest, provided that you have either a herbalism kit or poisoner's kit on your person.
Virulent Edge
5th-level Plague Doctor feature
Once per turn, when you hit a creature with a weapon that deals piercing or slashing damage, you can deal an additional 1d8 poison damage.
In addition, when you make a damage roll that deals poison damage, you can choose to deal Acid or Necrotic damage instead.
Black Market Ingredients
9th-level Plague Doctor feature
Acquiring rare ingredients through various means grants your Esoteric Concoctions feature the following benefits;
- When you use Healing Vapor, the creature also gains a number of temporary hit points equal to half your artificer level for 1 minute.
- When a creature is damaged by a weapon coated with the Deadly Toxin, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature becomes poisoned until the end of the creature's next turn.
- Using Cleansing Salve now grants the creature resistance against poison damage, and has advantage on saving throws against poison, and disease for 10 minutes.
Master Plagueworks
15th-level Plague Doctor feature
You've developed a natural immunity against poisons and disease, enabling you to hone your craft. You gain the following benefits;
- You are immune to poison and disease.
- You can cast Harm and Heal without expending a spell slot, and without preparing the spell, provided you use a herbalism kit or a poisoner's kit as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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5/21/2021 10:10:36 PM
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540
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32
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1.0
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Coming Soon
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6/14/2021 11:06:14 PM
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201
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8
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2.0
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Coming Soon
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