Artificer
Base Class: Artificer

Their masks have elongated, curved respirator beaks that carry aromatic herbs, and have glass openings for eyes. Careful never to expose their skin to potential toxins, they wear dark hoods, cloaks, and leather gloves. Equipped with a multitude of medicine pouches, they are always prepared with arcane ingredients. Their presence either evokes profound fear or great relief. The Plague Doctor is a scientist, alchemist, and master of both healing and biological warfare. They use magic and ingenuity to create potent potions, elixirs, poisons, medicines, cures, and pervasive diseases. Eccentric and revolutionary in their practices, they are experimental surgeons and battlefield medics.

Medical Surgeon

When you choose this specialty at level 3, you have dedicated yourself to the study of medicine, and treating the wounded with careful precision. This allows you to gain an advantage in medicine checks, and proficiency with either the Herbalism Kit, Poisoner’s Kit, or Alchemist’s Supplies.

You may also dissect and study the corpse of any creature. Studying the corpse for the duration of 1-hour grants you the ability to add your proficiency bonus to any checks relating to recalling information or tracking this creature.

Apothecary

Starting at the 5th level, you gain expertise in medicine checks, and a +1 to your Constitution.

You have also gained the knowledge to start crafting your own tonics. Once in the evening, you use your arcane ingredients to craft either a poison, or medicine. Roll a 1d6 to determine the effect of your creation. All items are good for 1 use.

1d6

Medicine

1-3

Healing Potion: 2d4 + 2 HP

4

Greater Healing Potion: 4d4 + 2 HP

5

Superior Healing Potion: 8d4 + 8 HP

6

Supreme Healing Potion: 10d4 + 20 HP

 

1d6

Poison

1-3

Ingested: The target must consume an entire dose to suffer its effects and succeed in a constitution saving throw (DC 14) or become poisoned.

4

Inhaled: This poison is a powder, and blowing or releasing it subjects targets within a 5 ft. radius to succeed in constitution saving throw (DC 14) or become poisoned.

5

Injury: This poison is applied to weapons. On a successful attack, roll for an additional 1d8 poison damage.

6

Contact: Any target that comes in contact with this poison, except those with poison immunity, will immediately suffer its effects.

Plague Bearer

At the 9th level, you have gained enough experience handling poisons and toxins that you have become resistant to poison damage.

You have also learned how to transform the elements around you into a noxious nerve gas. You can cast the spell Noxious Alchemy once a day, up to 60 ft. away for a 20 ft. area effect. The gas cannot travel. Target(s) must roll against your spell save DC or be paralyzed. The gas and its effects will dissipate at the end of the spellcaster’s 2nd turn (after casting the spell.)

Miracle Worker

Starting at the 15th level, you have gained the ability to cast True Revival, making you a true miracle worker.

You touch a dead creature that you knew in its lifetime. If the creature's soul is free and willing, the creature resurrects with full hit points, free of any conditions, illnesses, or curses. The spell restores their body back to its original form, before their deadly encounter. 

Casting this spell does tax you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Previous Versions

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6/4/2023 9:16:35 PM
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