Plague doctor
Blending spellcasting with science, you distill your
magic into concoctions that harm or heal. Plague Doctors
often wear grotesque masks protecting them from toxic
ingredients. Many regard the mask with fear as a sign of
pestilence, making Plague Doctors a source of both hope
and trepidation.
Potion Craft
Beginning when you select this arcane tradition at
2nd level, you gain proficiency in Medicine and with
alchemist’s supplies and herbalism kits.
Additionally, you have learned to create magical
concoctions. You can create any number of concoctions
using your alchemist supplies or herbalism kit for 10
minutes, expending a spell slot for each concoction created.
When you do, for each concoction created, choose a
spell from your wizard’s spell book that targets only one
creature. The chosen spell must be of an equal or lower
level than the expended spell slot.
When a creature consumes the concoction, it becomes
the target of the spell as if you had just cast it. If the spell
requires concentration, the creature that consumes the
potion needs to concentrate on it. Concoctions created
this way lose their magical effect at the end of your next
long rest.
Good Medicine
Also at 2nd level, when you craft a concoction, you
can choose to expend a spell slot without choosing a
spell, instead creating good medicine. When a creature
consumes your good medicine, you roll 1d8 per level of
the spell slot expended casting the spell, and the creature
regains an equal number of hit points. If you expended a
spell slot of 3rd level or higher, you also end all diseases
afflicting the creature.
Bad Medicine
Starting at 6th level, when you craft a concoction you
can choose to expend a spell slot without choosing a
spell, instead crafting bad medicine. When you create
a dose of bad medicine, choose one effect per level of
spell slot expended.
• The creature is poisoned.
• The creature’s movement speeds are halved.
• The creature takes an additional 1d4 necrotic damage
the first time it takes damage each turn.
• The creature takes 1d6 poison damage each time it
takes an action, bonus action, or reaction on a turn.
• The creature takes acid damage equal to the level of
the spell slot expended at the start of each of its turns.
As an action, you can hurl a dose of bad medicine
at a point you can see within 30 feet. Creatures within
10 feet of that point must make a Constitution saving
throw against your wizard spell save DC. On a failure,
the creature suffers all of the chosen effects for the
next minute.
As an action, the affected creature can attempt another
Constitution saving throw to end any effects early.
Breathe It In
Beginning at 10th level, being persistently exposed to the
most deadly ailments known has given you some small
measure of resistance to them. After you take necrotic or
poison damage, you gain temporary hit points equal to
the damage. In addition, you are immune to disease and
have advantage on saving throws against being poisoned.
Medicinal Master
Starting at 14th level, when you heal with your Good
Medicine or deal damage with your Bad Medicine, roll
an additional 2d8 to determine the amount of hit points
regained or necrotic damage dealt.