Base Class: Artificer
Plague Doctors are artificers specialized in the creation, use, analysis, and treatment of poisons and diseases. Though they are trained with treatment, their forte is actually the use and the treatment that they offer is usually for the purposes of learning more rather than out of the goodness of their heart or love of money. Plague Doctors are typically not actual doctors or trained physicians, but those that deal with and experience poisons and diseases first hand.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with poisoner's 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 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 |
Toxic Edge
Beginning at 3rd level, you can coat a blade with a potent magical poison. As a bonus action, you can coat a single melee weapon, that deals piercing or slashing damage and that you are holding, with this poison. That weapon deals an additional 1d8 poison damage when it hits, and all damage it deals is considered magical for the purposes of overcoming resistances and immunities. You can end this effect at any time you choose. You can only have one weapon coated with Toxic Edge at a time, if the weapon leaves your hands at anytime the effect immediately ends.
At 9th level, this poison damage increases to 2d8. At 15th level, this poison damage increases to 3d8.
Resilient Antibodies
At 5th level, your time around some of the worst poisons and diseases has caused you to develop a resistance to them. You have advantage on all saving throws against any poison or disease. You also have resistance to poison damage.
Recursive Poison
Starting at 9th level, whenever you deal poison damage with an effect that doesn't cause the poisoned condition, any creatures that took that poison damage must make a Constitution saving throw against your artificer spell save DC or become poisoned for 3 rounds.
In addition, any creature that has the poisoned condition because of you, takes 1d4 poison damage at the start of each of their turns as long as they continue to be poisoned because of you. This is in addition to any other damage or effects that may occur because of that poison.
Both of this feature's effects only work with spells or features that you have, or an item that you crafted.
Overcoming Envenomation
By 15th level, your poisons are so strong that they are able to overcome resistances and immunities. When you would deal poison damage to a creature that has resistance to poison damage you ignore it and deal full poison damage to that target. When you would deal poison damage to a creature that has immunity to poison damage, you treat them as if they have resistance to poison damage and deal half poison damage to that target instead of no damage. You can't use this feature against a creature that is a construct, elemental, or undead, nor can you use this feature against an object or structure.
This feature's effects only work with spells or features that you have, or an item that you crafted.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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11/21/2019 9:54:47 AM
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22
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9
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0.5.0
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Coming Soon
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Changes currently under consideration
Here are a few things I'm considering as I update Plague Doctor to Version 1.0.0:
Learning Spare the Dying Cantrip at 3rd level. While Toxic Edge doesn't appear to be weak on damage for when it is introduced, the 3rd level still feels lacking. Largely in comparison with the more recent official Artificer Subclasses introduced. Since this Subclass is intended to be more thematic than damage heavy, I believe adding Spare the Dying will add more to the class while both fitting the theme and not increase the Subclass's Damage.
Replacing Hunter's Mark on the Plague Doctor Spells list for Purify Food and Drink. I am the least firm on this change, but Hunter's Mark doesn't feel right to me. However, it seemed to be the most fitting out of an unfitting list of 1st level Spells that were not already Artificer Spells when I was originally making this Subclass. Purify Food and Drink is more fitting, but still off and already on the Artificer Spell list. I have to work within the Basic Rules list of Spells, which limits my options.
Toxic Edge having other selectable damage types. I feel that Toxic Edge is around where I want it, but even at early levels Poison Immunity and Resistance from monsters can begin. Waiting until 15th level, when Overcoming Envenomation kicks in, without built in alternative damages may be a bit too much. I am considering allowing the selection, upon use of Toxic Edge, Acid and Necrotic Damage types. These are also vaguely poison-like while not being of the Poison Damage type.
At minimum, Plague Doctor will not be updated until the new year, thoughts would be appreciated.
It's quite good. Jinx actually approved it on his server with the condition that "Recursive Poison" can be used a number of times equile to 1/2 pro (Round up) / short test to make it more a side grade to hunter's mark/hex do to the lack of concentration needed.
Other than that, all good.