The Plagueshifter

Enduring Epidemiologists

Plagueshifters fill a specialized role, one typically taken by tauren druids, who are willing to leave Kalimdor and walk in far lands. To become a plagueshifter, one must risk exposure to the deadliest diseases and poisons, and learn to master them. It's a dangerous profession, but just as the mastery of sharp steel has its rewards, so too does the victory over the most insidious enemies of the natural world. The plagueshifter's body and mind are strong enough to resist the effects of poison, disease and similar effects. The plagueshifter can recognize any natural or magical disease. The plagueshifter's mystical forces protect her not only against disease, but also against the creatures that carry them. -Blizzard Entertainment


Defining Class Feature

Resistance of Body and Mind

Plagueshifters are highly skilled at their chosen path. Immune to almost any disease and the poison of magical or natural origin and able to recognize most afflictions a Plagueshifter is a skilled healer but also a brutal and deadly enemy.

You are immune to disease and poison both of physical or magical origin. You may freely identify afflictions that are affecting a target or area with a successful Knowledge check of 5 or higher. Once per turn, you may purge a disease or poison afflicting an ally with a successful Healing check of 15 or higher. On a Critical Success, you may redirect the disease or poison back onto the original source of the affliction. If no target is present, the disease or poison may be directed and sent to a new target of your choosing.

Class Toolkits

Select three Toolkits from the following pages to add to your character's abilities on your character sheet. You receive your Toolkits (Rank 1) at Level 1, 2, and 3. These Toolkits upgrade to Rank 2 upon reaching Level 4.

If you wish to change your Toolkit selection, you must undergo an RP Quest in order to enact this change. Speak to an Officer or the Chieftain in order to facilitate this Quest.

White Howl [Active]

Spell Description:

White Howls are strange creatures of the physical and spirit realms. Doomed to walk the lands between these wolf-like creatures sometimes appear in the forms of diseased spirits, sometimes Rune-Hounds, but no matter their form they are very useful to a Plagueshifter. They are able to assist in the tracking and identification of Disease and poisons and assist a Plagueshifter in various tasks such as healing by allowing the disease or poison to be placed on its soul rather than the victim, and their bite releases divine magic which can harm those afflicted.

Spell Effect at Rank 1:

  • Charges: 1

Summon a White Howl that acts like a Hunter Pet. The White Howl can only attack targets that have disease or poison effects on them. The White Howl periodically pulses a Healing aura, mending allies in Melee Range of it with +1 HP once per turn. The White Howl has 3 HP and can be targeted.

Spell Effect at Rank 2:

  • Charges: 1

Summon a White Howl that acts like a Hunter Pet. The White Howl can attack anyone, but does double damage to targets afflicted with disease or poison effects. The White Howl periodically pulses a Healing aura, mending allies in Melee Range of it with +2 HP once per turn. The White Howl has 3 HP and can be targeted.


Purify Nature [Active]

Spell Description:

Through the understanding of runestones and special totems a Plagueshifter can purify a section of land and those within it. Placing four stones or totems equal distance from one another within their range will create a magical barrier that traps any afflicted targets within it, or keeps them out. Over time those within the magical barrier are healed as the land is.

Spell Effect at Rank 1:

  • Cast Time: 4 Turns
  • Charges: 1

Purify a small area (a campsite, a pond, a lodge, etc), curing any disease or poison affecting the area after 4 turns. The totems can be removed or detroyed until all 4 are placed. Once all 4 totems are placed, any targets within the purified area are immune to disease and poison effects. The totems and purified area last a number of days equal to your Healing modifier.

Spell Effect at Rank 2:

  • Cast Time: 2 Turns
  • Charges: 1

Purify a small area (a campsite, a pond, a lodge, etc), curing any disease or poison affecting the area after 2 turns. The totems can be removed or detroyed until all 4 are placed. Once all 4 totems are placed, any targets within the purified area are immune to disease and poison effects. The totems and purified area last a number of days equal to your Healing modifier. Additionally, healing in the area is greatly enhanced. All Healing rolls within the purified area are made with Advantage, and successful heals mend for an additional +2 HP.

Death in a Bottle [Active]

Spell Description:

The plague and most other illnesses of magic and natural origin can be carried on the winds. A Plagueshifter has learned how to bottle these deadly contagions to release against their enemies.

Spell Effect at Rank 1:

  • Duration: 1 Turn (Stun), 3 Rounds (Infection)
  • Charges: 1

Unleash a deadly plague by throwing a sample vial onto the ground at the feet of your target. This will infect them and anyone that steps in melee range with horrible physical and mental side effects that will incapacitate them for 1 round. After that one round the affected targets turn into Infected versions of themselves which can infect others through physical contact. Infected versions of enemies only attack once every other round but do double damage and have the chance to afflict anything they attack. The Infected last for 3 rounds. At the end of the 3 rounds, if they are not cleansed, they die. Allies may be infected by this ability. On a successful Fortitude Save, victims may survive but are knocked unconscious.

Spell Effect at Rank 2:

  • Duration: 1 Turn (Stun), 2 Rounds (Infection)
  • Charges: 1

Unleash a deadly plague by throwing a sample vial onto the ground at the feet of your target. This will infect them and anyone that steps in melee range with horrible physical and mental side effects that will incapacitate them for 1 round. After that one round the affected targets turn into Infected versions of themselves which can infect others through physical contact. Infected versions of enemies only attack once every other round but do double damage and have the chance to afflict anything they attack. The Infected last for 2 rounds. At the end of 2 rounds, if they are not cleansed, they die. Allies are not affected by the Infection, thanks to careful innoculation. Victims cannot survive, even with a successful Fortitude Save. They must be cleansed if they wish to survive.


Bounty of Life [Active]

Spell Description:

Plagueshifters are some of the only druids that can plant and grow a Bounty of Life Garden. It is a magical garden sustained by the power of the druid but can produce incredible fruits, vegetables, and nuts that can content any creature even carnivorous ones. Regardless of pestilence, blight or frost, the harvest cannot be diminished; however, fire or flooding with befouled water destroys the garden and the druid that summoned the garden must remain close by else the garden will wither and can even become a source of Nightmare or Plague itself if not properly removed from the land.

Spell Effect at Rank 1:

  • Targets: 3
  • Recharge Time: 3 Turns

Summon a small garden, able to feed 3 targets. The magical bounty can feed and heal anything that eats from it. Targets that eat from the garden gain a +1 Intellect for the duration of the Encounter. Additionally, targets that eat from it gain Advantage on Fortitude Saves when resisting poisons and diseases for the duration of the Encounter. Lastly, each piece of food from the garden heals the target for 3 HP. The garden is permanent until removed and has a 3 turn regrowth period after the initial bounty is eaten.

Spell Effect at Rank 2:

  • Targets: 6
  • Recharge Time: 3 Turns

Summon a large garden, able to feed 6 targets. The magical bounty can feed and heal anything that eats from it. Targets that eat from the garden gain a +1 Intellect and +1 Wisdom for the duration of the Encounter. Additionally, targets that eat from it gain Advantage on Fortitude Saves when resisting poisons and diseases for the duration of the Encounter. Lastly, each piece of food from the garden heals the target for 6 HP. If the target is already at full HP or would only receive partial healing, consuming the food overheals them, increasing their max HP for the amount they would have been healed. The garden is permanent until removed and has a 3 turn regrowth period after the initial bounty is eaten.

Corrupt Mind [Active]

Spell Description:

A Plagueshifter has such a profound understanding of the magical effects of the Plague and other diseases that they can turn the mental and spiritual effects against an enemy but withhold the physical part of the affliction lest it infects others. Corrupting and destroying a soul takes a great deal out of a Plagueshifter, often sacrificing part of themselves in order to maintain the malady. It is rarely done without great need or in dire circumstances.

Spell Effect at Rank 1:

  • Duration: 2 Turns
  • Charges: 1

Inflict Plague Madness against any target which will cause them to go mad, attacking anyone for 2 turns, twice every turn. After those 2 turns the target's mind is completely lost and the effects cannot be reversed as the target falls into complete insanity leaving them without soul or mind. Using this ability causes a great deal of strain on the Plagueshifter's mind and soul, often witnessing the horror within their victim's mind. For the duration of the infection, the Plagueshifter is considered Stunned. When the target's mind finally goes, the Plagueshifter must roll a Will Save of 15 or higher, or become overwhelmed with the horror of their victim's final thoughts, falling into unconsciousness.

Spell Effect at Rank 2:

  • Duration: 3 Turns
  • Charges: 1

Inflic Plague Madness against any target which will cause them to go mad, attacking their former allies for 3 turns, twice every turn. After those 3 turns the target's mind is completely lost and the effects cannot be reversed as the target falls into complete insanity leaving them without soul or mind. Using this ability causes a great deal of strain on the Plagueshifter's mind and soul often witnessing the horror within their victim's mind. For 1 round after casting Corrupt Mind, the Plagueshifter is considered Stunned. When the target's mind finally goes, the Plagueshifter must roll a Will Save of 10 or higher, or become become overwhelmed with the horror of their victim's final thoughts, falling into unconsciousness.