Artificer
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

Detect Poison and Disease, Fog Cloud

5th

Gentle ReposeProtection from Poison

9th

Speak with Dead, Stinking Cloud

13th

Blight, Death Ward

17th

Cloudkill, Contagion

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.

Plague Doctor Image

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