Base Class: Artificer
Walking calmly through the corpse-riddled slums, a robed figure in a strange beaked mask leaned down to the sickly man splayed across the alleyway. He groaned quietly as the figure sat him against the brick wall, pulling vials, tinctures and peculiar surgical tools from a leather satchel and setting about his putrid task. He extracted black fluid from the lumps beneath his arms, and applied salves to the sores across his thighs. In minutes, the man could move and think clearly for what felt like the first time in years. In a hoarse voice he croaked "I have no money to repay your kindness good sir, please would you share with this simple peasant your name?". His saviour collected their tools, stood and began turning away, holding a vial of the black fluid with unusual reverence. "I am the cure." they whispered, seemingly to themselves and with enough conviction that the peasant felt unnerved. For what purpose would a doctor of their skill require death in a bottle?
Plague doctors are renowned for their expertise in sickness and maladies, using unconventional experiments and remedies to cure the unfortunate and poison the wicked. Donning their signature masks, they wield disease and illness with brutal efficiency and calculation, weakening opponents and empowering themselves and their allies.
Medical Unprofessional
Beginning when you choose this speciality at 3rd level, you have a deep understanding of unorthodox medical practices, purging plague and sickness with home remedies. You gain proficiency with the Medicine skill and the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Plague Doctor Spells
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 |
Doctor's Mask
Also at 3rd level, you have crafted a special mask to carry out your work, protecting you from gaseous attacks and plague alike. While you wear this mask, you gain the following benefits:
- You can see clearly through nonmagical smoke, fog and gas. You can see through magical smoke, fog and gas if it was summoned or created by you.
- You have advantage on saving throws against harmful gases such as those created by the Cloudkill and Stinking Cloud spells, inhaled poisons, gaseous breath weapons, and magical or nonmagical disease.
- You can use your mask as a spellcasting focus.
- Your mask can hold an infusion, unless that infusion requires a weapon. As an example, it can hold the Enhanced Defense infusion, but not the Enhanced Weapon infusion.
You can craft multiple masks if you wish, with each able to hold a different infusion. You can have an amount equal to your proficiency bonus at a time.
Curative Contagions
Finally for 3rd level, you can use the vileness of plague against your foes, "curing" them of their wickedness. As an action, you can touch a weapon you are proficient with and imbue it with a contagion from the table below. The weapon remains imbued for 1 minute or until it has been to make 3 attacks, and a creature that is damaged by the weapon must make a Constitution saving throw against your spell save DC to resist the effects. A creature resistant or immune to poison has advantage on the saving throw, and a creature immune to disease is not affected. While affected by a contagion, a creature can repeat the saving throw at the end of each hour to fight off the disease. After 24 hours, the disease disappears from the creature.
You can use this ability an amount of times equal to your proficiency bonus per long rest.
| Contagion | Effect |
|---|---|
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Bluerot |
The creature grows blue boils across their face and back, giving them disadvantage on Charisma checks and saving throws. They also gain the ability to breathe underwater. |
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Cackle Fever |
The creature becomes feverish and cheery, unable to use reactions and gaining a level of exhaustion that cannot be removed until they are cured. |
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Frigid Woe |
The creature's skin becomes covered in blue veins and cold to the touch, causing their movement speed to be reduced by 5 feet. At the end of each hour, their movement speed is further reduced by 5 feet until they are cured. Their movement speed can be reduced to a maximum of 5 feet per turn. |
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Mad Monkey Fever |
The creature becomes dazed and confused as hallucinations fill their vision, forcing them to make a DC 13 Wisdom saving throw at the start of each turn or have disadvantage on attack rolls. |
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Sewer Plague |
The creature grows black blisters across their neck and sides, causing fatigue and weakness that gives them disadvantage on Strength checks and saving throws. |
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Shivering Sickness |
The creature starts to shake and shiver uncontrollably, giving them disadvantage on Dexterity checks and saving throws. |
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Sight Rot |
The creature's eyes begin bleeding, hampering their vision and causing a -1 penalty to attack rolls and ability checks that rely on sight. Each hour the creature is not cured, the penalty increases by -1. When it reaches -5, the victim is Blinded until the disease is cured or disapears after 24 hours. |
Death's Breath
At 5th level, you can produce a toxic smog from your mask to hide from and infect your foes. As a bonus action, you can create a 20-foot-radius sphere of noxious gas centered on you. The gas spreads around corners, and its area is heavily obscured. The gas lingers in the air for the duration. Each creature that is completely within the gas at the start of its turn must make a Constitution saving throw against your spell save DC or take an amount of poison damage equal to your artificer level and be Poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't Poisoned. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
Alternatively, you can expend a use of your Curative Contagions feature to imbue the gas with a disease from the Contagions table. Each creature that is completely within the gas at the start of its turn must make a Constitution saving throw against your spell save DC or be afflicted with the contagion for up to 1 minute.
Once you use this ability, you cannot do so again until you complete a long rest. A moderate wind (at least 10 miles per hour) disperses the gas after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. A creature wearing one of your masks is immune to this ability.
Viral Resilience
At 9th level, your constant exposure to deadly toxins and illnesses has strengthened your defenses against them, allowing you to walk through sewers and plague-riddled slums unharmed. You are now immune to poison damage, magical and nonmagical diseases and the Poisoned condition. When you make an attack roll, ability check or saving throw, you can expend a use of your Curative Contagions feature to give yourself advantage on the roll.
Cleansing Corruption
At 15th level, you can augment your contagions into blessings for yourself and your allies. As an action, you can expend a use of your Curative Contagions feature and touch a creature (including yourself), bestowing a blessing of your choice below. This blessing will last for 1 hour, and during this time they are immune to the corresponding contagion (and the related disease). When you use this ability on yourself, the effect will instead last until you use it on yourself again. A creature can only benefit from one blessing at a time.
| Blessing | Effect |
|---|---|
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Bluerot's Benediction |
The creature gains advantage on Charisma saving throws and can breathe underwater. |
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Cackle Fever's Courage |
The creature gains advantage on Wisdom saving throws, and is immune to being Frightened. |
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Frigid Woe's Fortification |
The creature gains advantage on Constitution saving throws, and is unnafected by the effects of extreme heat or cold. |
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Mad Monkey Fever's Might |
The creature gains advantage on Strength saving throws, and they gain a climbing speed equal to their walking speed. |
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Sewer Plague's Shield |
The creature gains immunity to poison damage and the Poisoned condition. |
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Shivering Sickness's Swiftness |
The creature gains advantage on Dexterity saving throws, and their movement speed increases by 10 feet. |
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Sight Rot's Surety |
The creature gains Darkvision out to 60 feet (or an additional 30 feet if they already have it), and is immune to being Blinded. |
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