Base Class: Artificer
A Plague Doctor is a specialist in the analysis, creation and handling of different kinds of poisons and diseases. Most Plague Doctors are trained with the intent to help those who have succumbed with an illness derived from a poison or disease. Although, there are a sizable number of Plague Doctors who would rather invest their time in learning about the nature of poison or disease instead of focusing on curing their patients. This has lead many people to become hesitant if not outright distrustful towards Plague Doctors, even if many cures were developed by same people.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency in either a herbalism kit or poisoner's kit. If you are already proficient in both tools, you gain proficiency with one other type of artisan’s tools of your choice.
Artisan's Tool
You gain proficiency in an artisan's tool of your choice.
Herbalism Kit
You gain proficiency in the herbalism kit.
Poisoner's Kit
You gain proficiency in the 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 |
---|---|
3rd |
|
5th |
|
9th |
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13th |
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17th |
Plague Resilience
When you reach 3rd level, your training and experience with different poisons and diseases has made you more resilient towards them. You gain resistance against poison damage and have advantage on saving throws against poison and disease.
Herbal Remedies
By 3rd level, due to your studies and experimentation, you've created a herbal remedy to aid those in need. You have a pool of 2d6 that you spend for healing. You gain an additional die when you reach certain levels in this class: 5th level, 9th level, 13th level, and 17th level.
As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If the creature is afflicted by a poison or disease, you can choose to end the effects on one of your choice.
Your pool regains all expended dice when you finish a short or long rest.
Potent Toxins
Starting at 5th level, your weapons are coated in a deadly poison. Once per turn, when you hit a creature with a weapon that deals piercing or slashing damage, you can deal an additional 1d8 poison damage. The damage increases when you reach higher levels in this class, increasing to 2d8 at 9th level, and 3d8 at 15th level.
In addition, when you make a damage roll, you can ignore resistance to poison damage.
Experienced Physician
At 9th level, when you use the Herbal Remedy feature, the creature gains 5 temporary hit points. If the creature has 0 hit points, it gains temporary hit points equal to your artificer level instead. Additionally, your body has naturally developed an immunity to the various kinds poisons and diseases. You are immune to poison and disease.
Lingering Toxin
When you reach 15th level, by altering the formula of your toxin it now lingers on your target. When a creature is damaged by the Potent Toxins feature, it must make a Constitution saving throw against your spell DC. On a failed save, the creature is poisoned until the end of your next turn, and takes 3d8 poison damage at the end of its next turn. On a successful save, the creature is not poisoned and takes half damage. If the creature is poisoned, it has disadvantage on the saving throw.

Yeah, I could've gone that route, but didn't want the player to have to look through all tools rather than just the artisan's tool and the herbalism kit. Even if it would've been easier and cleaner looking on my end.
This is something I'll need fix in a future update because the intent was to have this as prof bonus but this was made basically right before Tasha's so the Prof bonus times function wasn't available in the homebrew creator yet.
I'll be honest, I haven't had the chance to actually playtest this subclass yet (which greatly saddens me), and had to rely only on number crunching. The biggest issue with doing the damage numbers for this subclass is the frequency of immunities to poison. I did include a feature that allows you to ignore the resistance to poison but didn't include a immunity to be treated as half damage which in hindsight was a bad call since most of the time a creature is either going to be straight up immune or just has no resistance poison damage.
The way you programmed the tools with options, it would be easier to simply grant them a tool proficiency and leave the description as the indicator of which tool they can learn. It won’t have any actual physical restriction on their choice, but it would have been a lot cleaner.
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For Herbal Remedies you wrote “You have a pool of 2d6 that....” That wording makes it seem like the roll Is always 2d6, or that the “pool” contains multiple instances of 2d6. What I think you meant to write was something more like:
“You have a pool of d6s that you spend to fuel this healing. You start with 2 dice in this pool, and the number of dice increases when you reach 5th level (3d6), 13th level (4d6), and 15th level (5d6).”
Or, to be more inline with the most recent subclasses, simply tie the number of dice to equal the character’s Proficiency bonus.
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Between Lingering Toxin and Potent Toxins that adds up to an additional 6d8 poison damage and that he poisoned condition. That seems like a lot. How has that worked out in playtesting?