Base Class: Artificer
Where many artificers are in intense rivalry with each other, Plague Doctors usually use their skills for the betterment of others, often working together. Many however are just as willing to experiment on their patients as they are to help cure them, revealing a darker side to their clinical work.
Bonus Tool Proficiency
Starting at 3rd level you gain proficiency in your choice of a Herbalism Kit, or a Poisoners Kit. If you already have this proficiency, you gain proficiency with one other Artisan tools of your choice.
Herbalism Kit
You have a proficiency with herbalism kit
Poisoners Kit
You have a proficiency with poisoners kit
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 Spell table. These spelss count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare.
Plague Doctor Spelss
| Artificer Level | Augmenteer Spells |
|---|---|
| 3rd | Detect Poison and Disease, Ray of Sickness |
| 5th | Ray of Enfeeblement, Protection from Poison |
| 9th | Aura of Vitality, Stinking Cloud |
| 13th | Blight, Death Ward |
| 17th | [Tooltip Not Found], Contagion |
Plague Doctor
Your pursuit in the study of the effects of diseases and poison grant you the following features.
• You gain proficiency in Intelligence (Medicine) checks, if you already have this proficiency, you gain proficiency in one other skill.
• You gain advantage on Intelligence (Medicine) checks when attempting to diagnose an illness within a creature.
• You gain advantage on all Intelligence (Nature) checks to recall information about poisonous plants and fungi, as well as plants and herbs that neutralize poisons.
• You gain advantage on all Wisdom (Survival) checks when foraging for poisonous plants and fungi, as well as plants and herbs that neutralize poisons.
Potions
Starting at 5th level you can craft Potions using your Artisan tools, these potions can range from antidotes that alleviate illness and disease from potions that explode on impact releasing toxic fumes that poison the enemy. As an action you can craft a Potion using the appropriate Artisan Tools inside of a glass bottle within reach. You can distribute these Potions among you and your allies. You can only craft a total number of Potions equal to your Intelligence modifier. (Minimum of 1). All unused Potions you brewed expire at the end of a long rest. You regain all expended uses of this feature at the end of a long rest.
Gas Bomb
Using a Poisoners Kit you can create a poisonous potion that explodes on impact releasing noxious fumes that debilitates all living creatures. As an action you make a ranged spell attack roll against a creature that you can see within 30 ft. The Gas Bomb explodes in a 10 ft circle radius and moves around all corners.
Each creature within the effected area must make a DC Constitution saving throw against your spell save DC. On a failed save the creature takes Poison damage equal to 2d8 + your Intelligence modifier, its movement speed is reduced by half, and is Poisoned for 1 minute. A creature can repeat its saving throw at the end of each of its turns ending this effect on a success.
On a successfull save the creature takes half damage, it's movement speed is only reduced by 10 ft, and is only Poisoned until the end of your next turn. This feature has no effect against Constructs and Undead.
Antidote
Using a Herbalism Kit you can create a Potion that removes poisons and disease within a living creature. A Creature that consumes the Antidote receives the following benefits. This feature has no effect on Constructs and Undead.
• The creature automatically succeeds its saving throw against the Poisoned condition.
• The creature has advantage on savings throws against the Poisoned condition for 1 hour.
• 1 Disease is automatically neutralized.
Experimental Vapours
Forever tinkering and experimenting with chemicals, potions, and methods of administering them. Your quite confident that you won't actively harm you allies, but you may need to convince them otherwise.
Once you reach 9th level, you can minister to an ally with yet untested concoctions which should help them recover from injuries. During a short rest, one ally can gain the maximum amount of healing possible from a number of hit dice equal to your intelligence modifier when rolling hit dice to regain hit points.
Additionally, for the next 1 hour, whenever that ally gets healed, they heal for an additional amount equal to your intelligence modifier.
You can use this ability once, regaining the use of it when you complete a long rest.
Arcane Disease
Not only have you done extensive research on deadly pathogens, but you also have a spark of curiosity for the disabling effects on the bodies that certain combinations of explosive vapours.
At 14th level, you learn how to magically produce an explosive mixture which you can throw as a weapon. Any creature within a 10ft radius circle centred on a point within 60 ft of you must make a Constitution saving throw or be infected with one of listed diseases of your choice.
This ability can be used a number of times equal to your intelligence modifier, and you regain all of your uses upon completing a long rest.
Blinding Sickness
Pain grips the creatures mind, the creature's eyes begin to turn a sickly shade of yellow as pus trickles down from it's eye sockets. The creature has disadvantage on all Wisdom checks and Wisdom saving throws, and is Blinded.
Myositis
The creature's muscles slowly deteriorate. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Gang Green
The creature's flesh begins to slowly decay, turning different shades of green, black, and yellow. The creature has disadvantage on all Charisma checks and has vulnerability to all damage.
Dementia
A creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell.
Seizure
The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Hemophilia
The creature skin becomes deathly pale as blood pours out from every orifice of its body. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage it is Stunned until the end of its next turn.
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