Mountebank (5e Subclass)

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Mountebank[edit]

381px-Pietro_Longhi_-_The_Mountebank_-_WGA13418.jpg
"The Mountebank", by Pietro Longhi 1757

Rogue Subclass


Your cunning has lead you down the path of dubious medicine. Far safer than confrontation or skulking, mountebanks operate in broad daylight, legally and agreeably separating marks from their hard earned money. These rogues may work as traveling salesmen, back-alley vendors, adventurers, or even apothecary owners. Mundane medicine might make these rogues seem like an compassionate bunch. Just know that their shady healing abilities are performed for their own self-interests.


Bonus Proficiencies[edit]

Starting at 3rd level when you choose this archetype, you gain proficiency in the Medicine skill. If you already have this proficiency, you may learn one language of your choice instead. You also gain proficiency with either the Herbalism Kit or Alchemist's Supplies.

Presumptive Diagnosis[edit]

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to ascertain an illness, injury, or cause of death with a Wisdom (Medicine) check. This ability cannot be used to stabilize a dying creature.

Patent Medicine[edit]

Also starting at 3rd level, you gain a special medical bag where you keep original nostrums only you can administer. The bag is comes equipped with syringes, vials, pouches and jars for holding your handmade remedies. It features lined pockets and a shoulder strap for easy transport, it weighs 10 pounds when full, and you can purchase a replacement for 25 gp should it become lost or destroyed.

Within this bag, you keep multiple doses of your original nostrum, represented by a pool of d10s that you spend to fuel its healing. The number of dice in the pool equals 1 + your Rogue level. Your pool regains all expended dice when you finish a long rest.

As an action, you take a nostrum from your bag and use it to heal one creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Alternatively, these dice can also be expended to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single dose of your nostrum, expending dice separately for each one.

This feature has no effect on undead and constructs.


Snake Oil[edit]

Starting at the 9th level, you learn to create a dangerous wonder drug. This unstable concoction is so difficult to make that you can produce limited doses, and it degrades by the end of the same day. Regardless, it can cure numerous maladies, even gaining new uses as you gain levels in this class. As an action, you can apply this panacea to one creature you can touch. Choose one application from the list below, then roll a d20. On a roll of 1, the Snake Oil Treatment fails, and the target creature instead takes poison damage equal to half your Rogue level. On a roll of 20, the treatment is exceptionally effective, and the target creature gains temporary hit points equal to 1d12 + you Charisma modifier, in addition to the normal benefit.

  • Cooling Gel. Target creature is immune to the effects of extreme heat, as described in the Dungeon Master's Guide, for the next 24 hours.
  • Ear Drops. Target creature is cured of the Deafened condition. The creature also has advantage on saving throws against becoming Deafened for the next minute.
  • Eye Rinse. Target creature is cured of the Blinded condition. The creature also has advantage on saving throws against becoming Blinded for the next minute.
  • Liquid Courage. Target creature is cured of the Frightened condition, even if it is frightened from multiple sources. Additionally, the creature cannot become Frightened for the next minute.
  • Mobility Vapor. Target creature is cured of the Paralyzed condition. The creature also has advantage on saving throws against becoming Paralyzed for the next minute.
  • Resuscitation Injection. Target dead creature returns to life with 1 hit point, provided that it has been dead no longer than five minutes, the creature is not undead, and the creature's soul is both willing and at liberty to rejoin the body. This application doesn't restore missing body parts, and cannot return to life a creature that has died of old age. If the creature is lacking body parts or organs integral for its Survival - its head, for instance - the attempt automatically fails.
  • Smelling Salts. Target creature is cured of the Stunned condition, and also has advantage on saving throws against becoming Stunned for the next minute.
  • Warming Liniment. Target creature is immune to the effects of extreme cold, as described in the Dungeon Master's Guide, for the next 24 hours.
 The following applications become available when you reach 13th level in this class:
  • Energy Tonic. Target creature immediately recovers 1 level of Exhaustion.
  • Mood Stabilizer Spray. Target creature is cured of the Charmed condition, even if it is charmed from multiple sources. The creature also has advantage on saving throws against becoming Charmed for the next minute.
  • Restorative Syrup. Target creature recovers up to 2 points worth of reduction to any of its ability scores. The points need not be from the same ability.
  • Skin Softening Tincture. Target creature is cured of the Petrified condition. The creature also has advantage on saving throws against becoming Petrified for the next minute.
  • Styptic Powder. Target creature's hit point maximum is restored to its proper level, and it recovers hit points equal to 1d8 + your Charisma modifier.
 The following applications become available when you reach 17th level in this class:
  • Age-Correcting Cream. Target creature is cured of up to 1 year of unnatural aging, either younger or older. One target cannot benefit from this treatment more than once a month.
  • Regeneration Salve. Target regrows one severed limb/appendage. If you have the severed part and hold it to the stump, the limb knits to the stump over the course of 1 minute. Otherwise, the limb regrows gradually over the the next 8 hours.

You start with two uses of this feature. You gain one additional use when you reach 13th level and again when you reach 17th level in this class. You regain all expended uses when you finish a long rest.


Swindle[edit]

Starting at 13th level, you become exceptionally adept at duping others. You can spend 1 minute conversing with a creature to raise or lower a price by 10% from its original value. Additionally, while unarmed, you have advantage on Charisma (Deception) checks made against non-hostile creatures.

Malicious Malpractice[edit]

At the 17th level, you learn to use your medical knowledge in the most nefarious of ways. Within your medical bag you now keep a special syringe filled with pestilence. This syringe is considered a martial weapon while in your hands. You are proficient with it and it carries the light and finesse properties. It weighs 1/4 pound and costs 2 gp, but this weight and cost are counted as part of your medical bag.

On a successful hit with a full syringe, the target creature takes 1 piercing damage and suffers the effects of the Contagion spell. The DC for the required saves is equal to 8 + your proficiency bonus + your Charisma modifier.

Once you have used the contents of the syringe, it is considered empty and simply deals damage without additional effects. You can make a new batch of pestilence and refill your syringe whenever you finish a short or long rest.

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