Healer Forte: Plague Doctor

***Uses diseases to fight foes***

### **Conditional Resistance**

At 3rd level, You are immune to all non-magical diseases, and resistance to magical diseases.

### **Clyster**

A clyster is a massive needle used for injecting substances into a body. Once used for medicine, you now use it to introduce disease to wrongdoers. At 5th level, As an action, you are able to make a melee attack on any creature within 5 feet of yourself. On a Successful Melee attack you deal 1d8 Piercing damage, In addition the target creature must succeed on a Constitution saving throw or become blinded and poisoned.

The effects of this feature lasts for 1 hour. Also, the targeted creature must make a Constitution saving throw against your DC. On a failed save, they gain one level of exhaustion. The effects of this feature do not stack when a creature is already affected by one or more of these conditions. You may use this feature 3 times, and regain expended uses upon finishing a long rest.

### **Decoctions**

At 9th level, you gain the ability to create decoctions. These strong teas are brewed to be far more potent than your previous creations. Brewing takes 30 minutes before it is viable. Once viable, it may be used for its desired effect. As a bonus action, you may drink a decoction or offer it to others to drink.

A creature offered a decoction can use its reaction to drink it. As an action, you can throw it up to 30 feet or administer it to a restrained or unconscious creature. A creature that benefits from a decoction cannot benefit from the same decoction again until it finishes a short or long rest. You can brew a number of decoctions equal to half your proficiency bonus at the same time, rounded down. A decoction lasts for 12 hours before it loses its potency and becomes unviable.

#### Antibiotic Decoction

A miracle of medicine that tastes quite bitter, but works wonders. A creature that drinks this decoction is cured of all diseases, both magical and mundane.

#### Capsaicin Decoction

The essential oils of spicy peppers, distilled into an acid-like substance. When ingested, the creature takes 25 acid damage and is poisoned for 10 minutes. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage and 5d8 acid damage.

#### Coriander Decoction

Pungent and savory, this decoction is perfect for regulating body temperature. Each time you craft this decoction, choose cold or fire. A creature that drinks this decoction gains resistance to the chosen damage type for 1 hour, and is either immune to cold weather (if cold was chosen) or extreme heat (if fire was chosen) for the duration.

#### Lavender Decoction

Fragrant, but bitter, this decoction is for the patient who needs some extra fortitude. Each time you brew this decoction, choose acid, lightning, poison or thunder. A creature that drinks this decoction gains resistance to the chosen damage type for 1 hour, and has advantage on saving throws against being being paralyzed (if lightning was chosen), petrified (if acid was chosen), poisoned (if poison was chosen), or deafened (if thunder was chosen).

#### Nightshade Decoction

Extremely toxic, not recommended as a remedy except for the terminally ill. When ingested, the creature must succeed on a Constitution saving throw or take 4d8 poison damage and be poisoned for 1 minute on a failed save, or half as much damage on a successful save. A creature poisoned in this way repeats the save at the end of each of its turns, taking 2d8 poison damage on a failed save. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 2d6 piercing damage and must make the saving throw against this decoction.

#### Rosemary Decoction

Tea brewed from herbs with interesting properties. A creature that drinks this decoction becomes aware of the presence of fey, fiends, and undead within 60 feet of them. (The creature knows the distance and direction of those creatures.). Additionally, fey, fiends, and undead that start their turn within that radius must succeed on a Constitution Template: Saving throw or be unable to move towards you if they are within 30 feet of you. The effects of this decoction last for 1 minute.

#### Sodium and Water Decoction

The process of inserting sodium metal into a water without it exploding is incredibly difficult. When ingested, nothing happens. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage. Hit or miss, each creature within 10 feet of the decoction must succeed on a Constitution saving throw or take 5d10 thunder damage and be deafened for 1 minute, or half as much damage on a failed save.

### Contaminating Hands

Starting at 13th level when you touch someone with your bare hands, they must make a Constitution saving Throw against your Spell save DC. Upon Failure, They gain 1 level of Exhaustion
### Revolting Aura

Starting at 17th level, anyone within 15ft of you must make a Constitution saving Throw against your DC or become Incapacitated for 1 rounds, and Poisoned for 1 minutes. If they succeed they are Incapacitated for only 1 round, and poisoned for 1 minute. This is a Disease. You can make antidotes to this effect for your friends to make them immune. Anyone Subject to your Aura is Immune to it for 24 hours after.