Plague Doctor (5e Subclass)

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Plague Doctor[edit]

Plague Doctor Spells[edit]
Cleric Level Spells
1st Detect Poison and Disease, Inflict Wounds
3rd Gentle Repose, Lesser Restoration
5th Revivify, Remove Curse
7th Blight, Death Ward
9th Greater Restoration, Contagion

Bonus Cantrips

When you choose this domain at 1st level, you gain the Infestation and Spare the Dying cantrips if you don't already know them.


Plague Doctor's Mask

Also at 1st level, you have made a mask resembling a raven that you put herbs into to help you resist poisons and diseases. This mask counts as a holy symbol. While wearing the mask you gain advantage on all saving throws versus being poisoned, diseased, and poison damage. Starting at 6th level, while wearing the mask you become immune to being poisoned and diseased, and poison damage as the magic of your deity is now imbued into the herbs. If your mask is ever lost or destroyed, you may spend one hour and 25 gold to make a new one.

Channel Divinity: Passing/Cure

Starting at 2nd level, as an action, you present your holy symbol, and choose one of the following options.

  • A creature you touch must succeed on a Constitution saving throw versus your spellcasting DC or take 3d10+your cleric level necrotic damage, or half as much on a successful one. If it is at 0 hit points it instantly dies. If a creature is reduced to 0 hit points by this ability, it instantly dies. If a creature dies to this ability it passes away painlessly and blissfully.
  • A creature you touch is cured of all poisons and diseases and regains hit points equal to three times your cleric level.

Beacon of purity

Starting at 5th level, The influence of your deity now repulses the sick and accursed. Your channel divinity: turn/destroy undead now additionally applies to poisoned, cursed and diseased creatures.


Antitoxin

Starting at 6th level, you may at the end of a long rest create a number of Antitoxins equal to your Wisdom modifier. You may use your action to inject a creature with an Antitoxin. For the next 8 hours they benefit from your Plague Doctor's Mask trait. This antitoxin also cures the target creature of the most recent poison afflicting them, including the poisoned condition, at the end of every short and long rest.

Enhanced Plague Spells

Starting at 8th level, anytime you cast a spell that deals poison, necrotic, or acid damage, you deal additional damage equal to your spellcasting modifier.


Black Plague Miracle Worker

At 18th level, you have become one with both the pestilence and the panacea. As an action, you can magically don the plague breaker’s mantle, gaining the following benefits for 1 minute:

  • You have an aura of purity for the duration of this feature.
  • When you cast a spell that restores hit points, you can additionally remove one of the following conditions from the target: blinded, deafened, paralyzed, petrified, poisoned, stunned.
  • When you cast a spell that deals poison, necrotic or acid damage, the target must roll a wisdom saving throw against your spell save DC. On a failed save, roll a d6. The target is inflicted with one of the following conditions, determined by the die.
  • 1 - Blinded
  • 2 - Paralyzed
  • 3 - Deafened
  • 4 - Petrified
  • 5 - Poisoned
  • 6 - Stunned

These conditions last until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, you regain all expended uses after a long rest.

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