Plague Doctor

The plague doctor is a student of disease, studying pathology or epidemiology and their magic deals with that kind of magic. The plague doctor can takes the toxins of corpses and turn them into acid or poison to use against their enemies.

Expanded Spell List

Starting at 2nd level, the Plague Doctor shares many needs with the Cleric spell list due to the nature of diseases. Therefore through their work, Plague doctors gain an expanded spell list of pertinent spells.



Spell Level Spells
1st Detect Poison and Disease, Purify Food and Drink, Cure Wounds
2nd Protection from Poison, Locate Animals or Plants, Lesser Restoration
3rd Speak with Plants, Plant Growth, Lesser Regeneration*
4th Death Ward, Giant Insect, Caustic Cloud
5th Contagion, Insect Plague, Greater Restoration*

*These spells have their material component replaced with refined arcanuum of the same amount.


Alchemical Savant

Starting at 2nd level, you gain skill specialty in Craft Poisons - Chemistry and Disease - Biology. If you already have skill specialty in that skill, you gain skill expertise instead.


Mage, M.D.

Starting at 2nd level, you are qualified to give simple care. When doing so, you give creatures advantage on saves against poisons and disease.


Field Harvest

Starting at 6th level, you understand how to safely extract toxins within a dead creature and use them to create acids and poisons. You gain skill specialty in Harvesting - Survival checks.

You may make a Harvesting - Survival check against a creature which has died within the last 8 hours which is a beast, monstrosity, undead, plant, ooze, or creature with a natural acid or poison attack. Spending 10 minutes with the creature's corpse, you can use magic to extract the requisite components to make a noxious concoction.

This vial deals acid, poison, or necrotic damage, depending on the creature and deals 1d6 damage for every 2 hit dice the creature had (minimum 1d6).

The vial created remained potent for an amount of hours equal to twice your Intelligence modifier. After which, the vial becomes inert.


Exposure Therapy

Starting at 10th level, you have advantage on saving throws against poisons and diseases.

Additionally, when you succeed on a saving throw against a poison or disease, or you recover from the poison or disease, you can spend 12 hours researching and creating a cure. Make a Chemistry check with a DC equal to the poison or disease. On a success check, you successfully create an antidote for the disease, granting the imbiber immunity to that specific toxin or disease for 7 days.

You can spend 2 subsequent hours to create additional antidotes.



Super Spreader

Starting at 14th level, your spells and concoctions ignore resistances and immunities to poison damage and the poisoned condition.


Archmage M.D.

Starting at 14th level, you can cure a creature of a major injury as an action. Once you have used this feature, you must complete a long rest or expend a 4th level spell slot or higher to regain this feature.