Artificer and Subclasses

Humourism is a study of medicine that posits the existence of four essential humours in all creatures: blood, yellow bile, black bile, and phlegm. An imbalance of these humours can result in horrendous illness, but a perfect balance and careful manipulation can induce vim and vigor unlike anybody has ever known! Through tireless research and a little bit of divine inspiration, you seek to master these fundamental elements of life.

Divine Domain

At 1st level, the cleric gains the Divine Domain feature. The following domain option is available to the cleric, in addition to those offered in the Player's Handbook

Domain Features
Level Feature
1st Unaccredited Practice
2nd Channel Divinity
6th Eucrasia
8th Plague Doctor
17th Peerless Review
Domain Spells
Level Spells
1st Detect Poison and Disease, Ray of Sickness
3rd Enhance Ability, Protection from Poison
5th Life Transferrence (XGtE), Stinking Cloud
7th Blight, Death Ward
9th Cloudkill, Contagion

Unaccredited Practice

When you choose this domain at 1st level, you learn the Poison Spray and Spare the Dying cantrips if you don't already know them. You also gain proficiency in the Medicine skill.

Induce Dyscrasia

Starting at 2nd level, you can use Channel Divinity to manipulate foul humours through a target within 30 feet. The target must make a constitution saving throw equal to your spell save DC or become poisoned for 10 minutes.

Siphon Temperament

Starting at 2nd level, you can use Channel divinity to siphon foul humours from a creature you can touch into yourself. If a target you touch is afflicted by the Poisoned condition or a disease, they are cured. You must then make a saving throw against the affliction the target was cured of, with advantage. If you fail, you gain the affliction and are subject to all of its effects for the remainder of its duration or until it is cured.


Eucrasia

Starting at 6th level, thanks to no small amount of self-experimentation, your humours become rigidly balanced. You gain resistance to Poison and Necrotic damage, and immunity to the Poisoned condition. You have advantage on all saving throws to resist diseases.

Plague Doctor

Starting at 8th level, your tireless observation and experimentation has started to produce wondrous medical breakthroughs! Your poison and necrotic damage bypasses resistance, and does half damage to targets that would otherwise be immune. Also, if an action you take would apply the Poisoned condition to a creature that is normally immune to the condition, you may ignore their immunity to the effect. Marvelous!

Peerless Review

At 17th level, your mastery of the living humours is second to none. You become immune to all poison and diseases, natural and magical. If a target within 30 feet of you would take poison or necrotic damage, you may use your reaction to force them to take an additional 2d10 of that damage type. If a target within 30 feet of you successfully saves against any source of poison or disease, you may use your reaction to force them to roll again at disadvantage.

Content Credit: u/beef_swellington

Image credit: Darkest Dungeon