Base Class: Blood Hunter
Wearing a black cloak, and a crow mask, plague doctors showed up during the plague that cursed distant lands. These doctors can cure illnesses in a few minutes to an hour if they have the right tools, they usually will make potions in order to help their party members.
Potion Alchemist
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as potions—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a potion, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more potions are affecting you, you can use an action to focus and flush all potions from your system, ending their effects and side effects.
Potion Alchemist
| Blood Hunter Level |
Potions Created |
Formulas Known |
|---|---|---|
| 3rd | 2 | 4 |
| 7th | 4 | 5 |
| 11th | 4 | 6 |
| 15th | 6 | 7 |
| 18th | 6 | 8 |
Spellcasting Ability
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Plague Doctor Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Plague Doctor Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Doctor's Formulas
You get to learn new potion formulas that can range from buffs to healing.
Plague Resistances
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a potion. As a bonus action, you can ignore the negative side effect of one potion affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
Brand of Axiom
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of The Plague
Starting at 15th level, your blood curse can infuse a creature’s body with a terrible plague. You gain the Blood Curse of The Plague for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of The Plague
As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of The Plague
As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
True Alchemist
At 18th level, you gain expertise in making potions, you're able to make them faster than normal, and they have better effects, anything can drink the potions without having consequences.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potions
The potions that are part of your hemocraft are presented in alphabetical order. You can learn a potion at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level
You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
Embers
You have resistance to fire damage and vulnerability to cold damage.
Gelid
You have resistance to cold damage and vulnerability to fire damage.
Mobility
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.
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Posted Mar 18, 2025This is good, but the negative side affects for the potions aren’t necessary.