sandmote
2020-12-11, 01:57 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/9OM4wcpdsv8v)
This grew out of a controller rogue concept to include a bunch of disease effects. Not sure what else to note.
Fluff
Controllers of poison and disease, masters of plagues are spoken of in similar terms to necromancers, doing their work in hidden spaces to avoid the public ire. Some attempt to develop cures for existing diseases, but the worst among them seek to create epidemics leading to mass death.
The most common mark of master of plagues is a long, beaklike mask stuffed with herbs and medicines designed to ward off disease. Often, as they gain resistance to ailments themselves they use smaller masks or use scented materials instead.
Tool Proficiency
When you choose this specialization at 3rd level you gain proficiency with the poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Master of Plagues Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Master of Plagues Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level Spells
3rd Purify Food and Drink, Ray of Sickness
5th Blindness/Deafness, Protection From Poison
9th Bestow Curse, Slow
13th Aura of Purity, Blight
17th Contagion, Hold Monster
Bestow Curse is included so you can use it with a longer duration.
Bringer of Disease
At 3rd level, you learn to summon disease-ridden miasma in your vicinity. As a bonus action, you can create a 5 foot cube of airborne or waterborne miasma within 30 feet, which lasts until the end of your next turn. Any creature in the miasma’s space must succeed on a Constitution saving throw or be poisoned until the end of its next turn. A creature cannot take reactions while poisoned in this manner. A creature must also make the saving throw when it moves into the miasma’s space for the first time on a turn or ends its turn there.
You also gain immunity to disease.
A regular debuff to either combine with some infusions or provide some additional survivability to yourself.
Healthsap Weapon
At 5th level, you learn to draw vitality from your targets with your weapons. When you finish a long rest, you can use a poisoner's kit to imbue special sigils into a melee weapon and thereby turn it into your healthsap weapon. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your healthsap weapon as a spellcasting focus for your artificer spells. The first time on each turn that you hit with your healthsap weapon, you deal an additional 3d4 necrotic damage and regain hit points equal to half the necrotic damage dealt.
The necrotic damage dealt by your healthsap weapon increases to 4d4 at 9th level and 5d4 at 15th level.
This is meant to turn the class into a psuedo-rogue, given it gets slight variant of sneak attack. The effect is meant to grant you more survivability than the rogue gets, but I'm not sure how to keep it useable while passing the bag of rats test.
One With Toxins
At 9th level, you gain immunity to poison.
Bringer of Debilitation
By 15th level, you can summon a dizzying variety of miasmas, with different effects. Whenever you use your bringer of disease feature, you can choose to have the miasma cause the effects of the bestow curse spell, rather than cause creatures to be poisoned. Each time you create a cloud of miasma, it has the same effect on each creature exposed to it.
Note Bestow Curse can increase necrotic damage taken, so this does bring some synergy with Healthsap Weapon, even if its a bit late.
This grew out of a controller rogue concept to include a bunch of disease effects. Not sure what else to note.
Fluff
Controllers of poison and disease, masters of plagues are spoken of in similar terms to necromancers, doing their work in hidden spaces to avoid the public ire. Some attempt to develop cures for existing diseases, but the worst among them seek to create epidemics leading to mass death.
The most common mark of master of plagues is a long, beaklike mask stuffed with herbs and medicines designed to ward off disease. Often, as they gain resistance to ailments themselves they use smaller masks or use scented materials instead.
Tool Proficiency
When you choose this specialization at 3rd level you gain proficiency with the poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Master of Plagues Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Master of Plagues Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level Spells
3rd Purify Food and Drink, Ray of Sickness
5th Blindness/Deafness, Protection From Poison
9th Bestow Curse, Slow
13th Aura of Purity, Blight
17th Contagion, Hold Monster
Bestow Curse is included so you can use it with a longer duration.
Bringer of Disease
At 3rd level, you learn to summon disease-ridden miasma in your vicinity. As a bonus action, you can create a 5 foot cube of airborne or waterborne miasma within 30 feet, which lasts until the end of your next turn. Any creature in the miasma’s space must succeed on a Constitution saving throw or be poisoned until the end of its next turn. A creature cannot take reactions while poisoned in this manner. A creature must also make the saving throw when it moves into the miasma’s space for the first time on a turn or ends its turn there.
You also gain immunity to disease.
A regular debuff to either combine with some infusions or provide some additional survivability to yourself.
Healthsap Weapon
At 5th level, you learn to draw vitality from your targets with your weapons. When you finish a long rest, you can use a poisoner's kit to imbue special sigils into a melee weapon and thereby turn it into your healthsap weapon. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your healthsap weapon as a spellcasting focus for your artificer spells. The first time on each turn that you hit with your healthsap weapon, you deal an additional 3d4 necrotic damage and regain hit points equal to half the necrotic damage dealt.
The necrotic damage dealt by your healthsap weapon increases to 4d4 at 9th level and 5d4 at 15th level.
This is meant to turn the class into a psuedo-rogue, given it gets slight variant of sneak attack. The effect is meant to grant you more survivability than the rogue gets, but I'm not sure how to keep it useable while passing the bag of rats test.
One With Toxins
At 9th level, you gain immunity to poison.
Bringer of Debilitation
By 15th level, you can summon a dizzying variety of miasmas, with different effects. Whenever you use your bringer of disease feature, you can choose to have the miasma cause the effects of the bestow curse spell, rather than cause creatures to be poisoned. Each time you create a cloud of miasma, it has the same effect on each creature exposed to it.
Note Bestow Curse can increase necrotic damage taken, so this does bring some synergy with Healthsap Weapon, even if its a bit late.