Sorcerer
Base Class: Sorcerer

The magic of medicine runs in the family. As such, you are naturally gited with an affinity for healing magic. Much like the cousin sorcerous origin, Divine Soul, Plague Doctors also practice the use of disease removing and hitpoint restoring magic. However, there are some niche things that real medicine and potions can do that curative magics cannot. As such, you split your studies between the physical and magical applications of medicine in order to combat the diseases in the environment around you.

Doctor's Orders

When you choose this Sorcerous Origin at 1st level, you gain proficiency with Herbalism Kits. You also gain proficiency in the Medicine and Perception skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those skills proficiencies, and you apply double your proficiency bonus to ability checks made to dicern the properties of plants, poisons, toxins, and other hazardous infected/contaminated substances or materials (the materials are determined by your DM).  Additionally, when you reach 3rd level in this class, you gain immunity to disease.

Medical Magic

As a plague doctor, it is your job to heal the innocent in need of medical care and to bring an end to those who seek to do them harm. At 1st level, you learn the Spare the Dying cantrip. It counts as sorcerer cantrip for you, but it doesn’t count against your number of cantrips known.

Additionally, you can choose from an expanded list of spells when you learn a spell via your Spellcasting feature. The expanded spells eligible for you to learn are added to your sorcerer spell list at the levels in this class that are displayed below.

SPELL LEVEL SPELLS
1st cure wounds, healing word
2nd lesser restoration, aid
3rd aura of life, mass healing word
4th aura of purity, aura of vitality
5th mass cure wounds, greater restoration

 

 

Miracle Worker

Starting at 6th level, when you cast a spell that was added to your spell list via your Medical Magic feature that restores a creatures hit points, you can treat the result of one of the dice rolled by the spell as if it had rolled the highest number possible. If you do, you can spend 2 sorcery points to treat the result of an additional die (assuming more than one die was rolled) as if it rolled the highest number possible. 

Additionally, you can cast the Remove Curse and Revivify spells without consuming a spell slot. You can only cast each spell once this way before you must complete a long rest in order to do so again. Starting at 10th level, you can cast each spell this way twice, instead of once, before a long rest is needed.

Death Defied

Starting at 14th level, whenever you complete a long rest, you automatically cast the Death Ward spell on yourself without using a spell slot or any components. When cast this way, instead of a duration of 8 hours, this spell lasts until the next time you complete a long rest and the spell is susequently cast again or until the effect of the spell is activated which causes the spell to end. 

Additionally, you cannexpend either 7 sorcery points or a spell slot of 4th level or higher as a reaction to cast the Death Ward spell targeting yourself and an additional number of creatures up to your Charisma modifier that you can see within 60 feet of you. Instead of 8 hours, the duration of this casting of the spell is a number of rounds equal to your Charisma modifier (minimun 1). You can use this effect of this feature twice before you must complete a long rest in order to do so again.

Death Unsentence

Starting at 18th level, your spirit becomes strong enough to maintain control over your body while your body is unconscious. While you have 0 hit points remaining and are not dead, you can move, attack, cast spells, and otherwise opperate as if you had 1 or more hit points remaining. Also, being reduced to 0 hit points no longer automatically causes you to lose your concentration, but you still have to make the standard Constitution saving throw in order to maintain it.

Additionally, while you have 0 hit points remaining, you can cast one of the spells added to your spell list via your Medical Magic feature, regardless of whether that is a known spell for you or not, by using a spell slot (as normal) or by spending a number of sorcery points equal to the level at which you wish to cast the spell. You can only use this effect of this feature once before you must complete a long rest in order to be able to do so again.

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