I don't have much to any experience making artificer subclasses as of yet, so I'm curious about what yall think about what I have so far and hoping you guys can help me out. As for the subclass itself, I don't think it takes to realize I'm basing this off the Darkest Dungeon Plague Doctor, so I'm trying to make this a support/poisoner subclass. What I have so far I'm pretty sure is on the right path, but I'm very unsure if some of the features, namely with the 9th and 15th level features, are up to snuff for what's good for an artificer subclass.
Update: Finally gotten around to finishing the 1.0 version of my plague doctor subclass. Hope you guys enjoy what you see
Previous Updates:
Updated Wording: Made additional text changes in the herbal remedies feature to clarify the proper scaling of the feature, so it's not misunderstood if someone chooses to multi class with this homebrew.
Updated Wording: After a feature clarification, I was able to reword portions of features to flow better. I also added additional flavor text for the features and change some formatting to make it easier to read/understand
Updated Prepared Spell List: Replaced [spell]Ray of Sickness[spell] for [spell]Fog Cloud[spell] because of RoS being a PHB spell instead of fair use, also replaced [spell]Gentle Repose[spell] for [spell]Protection of Poison[spell] do I even need to explain why, just makes sense.
Herbal Remedies: reduced pool size from half artificer level to proficiency bonus
Tool Proficiency: added herbalism kit, and reworded feature to accommodate change
If you wanted to see the pre-public version before my final revisions, here you go.
A Plague Doctor is a specialist in the analysis, creation and handling of different kinds of poisons and diseases. Most Plague Doctors are trained with the intent to help those who have succumbed with an illness derived from a poison or disease. Although, there are a sizable number of Plague Doctors who would rather invest their time in learning about the nature of poison or disease instead of focusing on curing their patients. This has lead many people to become hesitant if not outright distrustful towards Plague Doctors, even if many cures were developed by same people.
Tool Proficiency*
When you adopt this specialization at 3rd level, you gain proficiency in either herbalism kit or poisoner's kit. If you already are proficient in both choices, you gain proficiency with one other type of artisan’s tools of your choice.
*Note: Currently this feature functions with the "class feature options"
Plague Doctor Spells
Starting at 3rd level, 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.
When you reach 3rd level, your training and experience with the different kinds of poisons and diseases has helped you become more resilient towards them. You gain resistance and have advantage on saving throws against poison and disease.
Herbal Remedies
By 3rd level, due to your studies and experimentation with various poisons, diseases and other ailments, you've created a herbal remedy to aid those in need. You have a pool of 2d6 that you spend for healing. When you reach higher levels in this class, you gain an additional die at 5th level, 9th level, 13th level, and 17th level.
As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If the creature is afflicted by a poison or disease, you can choose to end the effects on one of your choice.
Your pool regains all expended dice when you finish a short or long rest.
Potent Toxins
Starting at 5th level, your weapons are coated in a deadly poison. Once per turn, when hit a creature with a weapon that deals piercing or slashing damage, you can deal an additional 1d8 poison damage. The damage increases when you reach certain levels in this class, increasing to 2d8 at 9th level, and 3d8 at 15th level.
In addition, when you make a damage roll, you can ignore resistance to poison damage.
Experienced Physician
At 9th level, when you use the Herbal Remedy feature, the creature gains 5 temporary hit points. If the creature has 0 hit points, it gains temporary hit points equal to your artificer level instead.
Additionally, your body has naturally developed an immunity to the various kinds poisons and diseases. You are immune to poison and disease.
Lingering Toxin
When you reach 15th level, by changing some components in your toxin, it now lingers on your target. When a creature is damaged by the Potent Toxins feature, it must make a Constitution saving throw against your spell DC. On a failed save, the creature is poisoned until the end of your next turn, and takes 3d8 poison damage at the end of its next turn. On a successful save, the creature is not poisoned and takes half damage. If the creature is already poisoned, it has disadvantage on the saving throw.
I like it. I think that the number of dice granted by Herbal Remedies is too high (maybe just Int mod), or it should only refresh on a long rest instead of short or long.
Other than that I like it. It’s got elements that feel Paladiny and Roguish and I dig it.
I like it. I think that the number of dice granted by Herbal Remedies is too high (maybe just Int mod), or it should only refresh on a long rest instead of short or long.
Other than that I like it. It’s got elements that feel Paladiny and Roguish and I dig it.
Yeah, I was thinking the same thing, on that too just wanted a second opinion on that. I am thinking of changing it to proficiency bonus if I kept it as short rest. I've just been thinking about different pool sizes, when the pool recharges, and other ways to change it up from the other subclasses (celestial warlock and dream druid) who use a similar mechanic.
I love the flavor, but herbal remedies is very op, and with bonus proficiencys, I should maybe be a choice between herbalist and poisoners. Otherwise love it.
I love the flavor, but herbal remedies is very op, and with bonus proficiencys, I should maybe be a choice between herbalist and poisoners. Otherwise love it.
I definitely agree with that, and kind of ashamed I didn't already have it in since one of the features is a "HERBAL Remedy" thanks for pointing that out.
Oh, and I like how the features build off of each other m
I do try to do that when I can. I find that subclass are more appealing and generally more balanced when it has features that either scales or gains additional bonuses as they level.
I completely forgot that Ray of Sickness was a PHB spell, so if I'm going to make this public, its going to need to be changed. Currently the alternative I'm thinking of using is Fog Cloud, but other alternatives that I'm looking at are Bane, False Life, andInflict Wounds.
I completely forgot that Ray of Sickness was a PHB spell, so if I'm going to make this public, its going to need to be changed. Currently the alternative I'm thinking of using is Fog Cloud, but other alternatives that I'm looking at are Bane, False Life, andInflict Wounds.
please keep it!
artificer is ERFLW. and what the other second level spell? it says "tool tip not found".
I completely forgot that Ray of Sickness was a PHB spell, so if I'm going to make this public, its going to need to be changed. Currently the alternative I'm thinking of using is Fog Cloud, but other alternatives that I'm looking at are Bane, False Life, and Inflict Wounds.
please keep it!
artificer is ERFLW. and what the other second level spell? it says "tool tip not found".
Sorry, I changed gentle repose to protection from poison. As for the main point... Honestly, I would love to keep ray of sickness and still might do so in a private version, but I cannot make this homebrew public if I keep it. It's a limitation that I wish wasn't there on the making homebrew public on this site, especially for PHB spells. Even if the solution was something like, you can't add homebrews to your collection that contains content you haven't purchased. My recommendation is when I eventually finalize this homebrew and if you choose to play it, it to talk to your DM about allowing the spell to be added to the artificer spell list, that's what I plan to do if I don't go the private version of this subclass.
I was also surprised to find that fog cloud isn't an artificer spell, come on, it's literally a smoke bomb.
I completely forgot that Ray of Sickness was a PHB spell, so if I'm going to make this public, its going to need to be changed. Currently the alternative I'm thinking of using is Fog Cloud, but other alternatives that I'm looking at are Bane, False Life, and Inflict Wounds.
please keep it!
artificer is ERFLW. and what the other second level spell? it says "tool tip not found".
Sorry, I changed gentle repose to protection from poison. As for the main point... Honestly, I would love to keep ray of sickness and still might do so in a private version, but I cannot make this homebrew public if I keep it. It's a limitation that I wish wasn't there on the making homebrew public on this site, especially for PHB spells. Even if the solution was something like, you can't add homebrews to your collection that contains content you haven't purchased. My recommendation is when I eventually finalize this homebrew and if you choose to play it, it to talk to your DM about allowing the spell to be added to the artificer spell list, that's what I plan to do if I don't go the private version of this subclass.
I was also surprised to find that fog cloud isn't an artificer spell, come on, it's literally a smoke bomb.
its your thing, you can do what you want with it, but I just read the homebrew rules and guidelines, and as far as i can find, thats not against the rules, your totally allowed. (i think, correct me if im wrong mods). here's the link to the homebrew rules and guidelines if you want to check them. https://www.dndbeyond.com/homebrew-rules-guidelines
I understand that and would like to keep the spell, but when I include the ray of sickness, the following snippet is added and the "share with community" button is removed.
"This homebrew Subclass has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked to the Subclass."
I don't remember specifics on why we're only allowed to use the free spells (only Basic Rules and Elemental Evil Player's Companion spells), but it's a limitation that other homebrew creators here have had to deal with. (Unless they're fine with keeping homebrews in their private collection.) I would have personally liked it if instead DDB would instead made it so people had to own all the content within a homebrew before they could add it to their collection. Then if someone tried to but didn't own certain content, they would receive a pop up message saying "you need X to add this homebrew to your collection," but that's not the case.
I think per short rest if FINE especially since you get 2avg short rest a day. A max level celestial warlock gets 21 d6s per long rest. You get 18 with this so I think its fair
ok. sorry i filled up the thread with an argument-ish.
No worries, just happy I was able to clear things up. One thing I have noticed while making this homebrew is there's a lot of spells that I think should be artificer spells that aren't for some reason.
I think per short rest if FINE especially since you get 2avg short rest a day. A max level celestial warlock gets 21 d6s per long rest. You get 18 with this so I think its fair
How I have the scaling work now, the short rest does work, but in a previous version it was 1/2 artificer level (rounded up) per rest, so it was a much higher pool to draw from.
I don't have much to any experience making artificer subclasses as of yet, so I'm curious about what yall think about what I have so far and hoping you guys can help me out. As for the subclass itself, I don't think it takes to realize I'm basing this off the Darkest Dungeon Plague Doctor, so I'm trying to make this a support/poisoner subclass. What I have so far I'm pretty sure is on the right path, but I'm very unsure if some of the features, namely with the 9th and 15th level features, are up to snuff for what's good for an artificer subclass.
Update: Finally gotten around to finishing the 1.0 version of my plague doctor subclass. Hope you guys enjoy what you see
Previous Updates:
If you wanted to see the pre-public version before my final revisions, here you go.
A Plague Doctor is a specialist in the analysis, creation and handling of different kinds of poisons and diseases. Most Plague Doctors are trained with the intent to help those who have succumbed with an illness derived from a poison or disease. Although, there are a sizable number of Plague Doctors who would rather invest their time in learning about the nature of poison or disease instead of focusing on curing their patients. This has lead many people to become hesitant if not outright distrustful towards Plague Doctors, even if many cures were developed by same people.
Tool Proficiency*
When you adopt this specialization at 3rd level, you gain proficiency in either herbalism kit or poisoner's kit. If you already are proficient in both choices, you gain proficiency with one other type of artisan’s tools of your choice.
*Note: Currently this feature functions with the "class feature options"
Plague Doctor Spells
Starting at 3rd level, 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
3rd
Detect Poison and Disease, Fog Cloud
5th
Protection from Poison, Ray of Enfeeblement
9th
Speak with Dead, Stinking Cloud
13th
Blight, Death Ward
17th
Cloudkill, Contagion
Plague Resilience
When you reach 3rd level, your training and experience with the different kinds of poisons and diseases has helped you become more resilient towards them. You gain resistance and have advantage on saving throws against poison and disease.
Herbal Remedies
By 3rd level, due to your studies and experimentation with various poisons, diseases and other ailments, you've created a herbal remedy to aid those in need. You have a pool of 2d6 that you spend for healing. When you reach higher levels in this class, you gain an additional die at 5th level, 9th level, 13th level, and 17th level.
As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If the creature is afflicted by a poison or disease, you can choose to end the effects on one of your choice.
Your pool regains all expended dice when you finish a short or long rest.
Potent Toxins
Starting at 5th level, your weapons are coated in a deadly poison. Once per turn, when hit a creature with a weapon that deals piercing or slashing damage, you can deal an additional 1d8 poison damage. The damage increases when you reach certain levels in this class, increasing to 2d8 at 9th level, and 3d8 at 15th level.
In addition, when you make a damage roll, you can ignore resistance to poison damage.
Experienced Physician
At 9th level, when you use the Herbal Remedy feature, the creature gains 5 temporary hit points. If the creature has 0 hit points, it gains temporary hit points equal to your artificer level instead.
Additionally, your body has naturally developed an immunity to the various kinds poisons and diseases. You are immune to poison and disease.
Lingering Toxin
When you reach 15th level, by changing some components in your toxin, it now lingers on your target. When a creature is damaged by the Potent Toxins feature, it must make a Constitution saving throw against your spell DC. On a failed save, the creature is poisoned until the end of your next turn, and takes 3d8 poison damage at the end of its next turn. On a successful save, the creature is not poisoned and takes half damage. If the creature is already poisoned, it has disadvantage on the saving throw.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
I like it. I think that the number of dice granted by Herbal Remedies is too high (maybe just Int mod), or it should only refresh on a long rest instead of short or long.
Other than that I like it. It’s got elements that feel Paladiny and Roguish and I dig it.
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Yeah, I was thinking the same thing, on that too just wanted a second opinion on that. I am thinking of changing it to proficiency bonus if I kept it as short rest. I've just been thinking about different pool sizes, when the pool recharges, and other ways to change it up from the other subclasses (celestial warlock and dream druid) who use a similar mechanic.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I love the flavor, but herbal remedies is very op, and with bonus proficiencys, I should maybe be a choice between herbalist and poisoners. Otherwise love it.
I am an average mathematics enjoyer.
>Extended Signature<
Oh, and I like how the features build off of each other m
I am an average mathematics enjoyer.
>Extended Signature<
I definitely agree with that, and kind of ashamed I didn't already have it in since one of the features is a "HERBAL Remedy" thanks for pointing that out.
I do try to do that when I can. I find that subclass are more appealing and generally more balanced when it has features that either scales or gains additional bonuses as they level.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I completely forgot that Ray of Sickness was a PHB spell, so if I'm going to make this public, its going to need to be changed. Currently the alternative I'm thinking of using is Fog Cloud, but other alternatives that I'm looking at are Bane, False Life, andInflict Wounds.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
please keep it!
artificer is ERFLW. and what the other second level spell? it says "tool tip not found".
I am an average mathematics enjoyer.
>Extended Signature<
Sorry, I changed gentle repose to protection from poison. As for the main point... Honestly, I would love to keep ray of sickness and still might do so in a private version, but I cannot make this homebrew public if I keep it. It's a limitation that I wish wasn't there on the making homebrew public on this site, especially for PHB spells. Even if the solution was something like, you can't add homebrews to your collection that contains content you haven't purchased. My recommendation is when I eventually finalize this homebrew and if you choose to play it, it to talk to your DM about allowing the spell to be added to the artificer spell list, that's what I plan to do if I don't go the private version of this subclass.
I was also surprised to find that fog cloud isn't an artificer spell, come on, it's literally a smoke bomb.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
its your thing, you can do what you want with it, but I just read the homebrew rules and guidelines, and as far as i can find, thats not against the rules, your totally allowed. (i think, correct me if im wrong mods). here's the link to the homebrew rules and guidelines if you want to check them. https://www.dndbeyond.com/homebrew-rules-guidelines
I am an average mathematics enjoyer.
>Extended Signature<
I understand that and would like to keep the spell, but when I include the ray of sickness, the following snippet is added and the "share with community" button is removed.
I don't remember specifics on why we're only allowed to use the free spells (only Basic Rules and Elemental Evil Player's Companion spells), but it's a limitation that other homebrew creators here have had to deal with. (Unless they're fine with keeping homebrews in their private collection.) I would have personally liked it if instead DDB would instead made it so people had to own all the content within a homebrew before they could add it to their collection. Then if someone tried to but didn't own certain content, they would receive a pop up message saying "you need X to add this homebrew to your collection," but that's not the case.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
ok. sorry i filled up the thread with an argument-ish.
I am an average mathematics enjoyer.
>Extended Signature<
I think per short rest if FINE especially since you get 2avg short rest a day. A max level celestial warlock gets 21 d6s per long rest. You get 18 with this so I think its fair
No worries, just happy I was able to clear things up. One thing I have noticed while making this homebrew is there's a lot of spells that I think should be artificer spells that aren't for some reason.
How I have the scaling work now, the short rest does work, but in a previous version it was 1/2 artificer level (rounded up) per rest, so it was a much higher pool to draw from.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
question: mind if I use this?
I am an average mathematics enjoyer.
>Extended Signature<
go for it
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To see my more recent homebrew creations, please check out my content on Hombrewery.
great, thanks!
I am an average mathematics enjoyer.
>Extended Signature<