Plague Mother

While most artificers keep their crafts to objects, some may craft in the dangerous grounds of bioweapons. Capable of creating diseases and organic weapons, these artificers are a terror and menace to their enemies and allies alike.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Glassblower Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Plague Mother Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Plague mother Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer LevelSpells
3rdDetect Poison and Disease, Ray of Sickness
5thRay of Enfeeblement, Tasha’s Mind Whip
9thBestow Curse, Stinking Cloud
13thBlight, Sickening Radiance
17thCloudkill, Contagion

Curated Plague

Also at 3rd level, you have learned how to brew your own manufactured diseases. Whenever you finish a long rest, you can create an amount of these Tiny explosives equal to your level in this class. These plague vials weigh half a pound and have a throwing range of 40 feet.

You can throw the vials in place of an attack when you take the Attack action. Additionally, you can throw them as a bonus action if you have used your action this turn to cast a spell or throw a vial. Any plague vials you have left once you finish your next long rest expire and become useless. You can expend spell slots to create more plague vials, creating 1 vial per spell level as an action.

You choose what type of plague you make, choosing from the options on the Curated Plague table.

Curated PlagueEffect
Brain RotChoose a point you can see within range. Any creature in a 10-foot radius must make a Constitution saving throw against your spell save DC. A target is poisoned on a failed save for the next minute. During that time, it rolls a d4 and subtracts the number rolled from all of its Intelligence, Wisdom, and Charisma saving throws.
Muscle PetrificationChoose a point you can see within range. Any creature in a 10-foot radius must make a Constitution saving throw against your spell save DC. A target is poisoned on a failed save for the next minute. During that time, its movement speed is halved, and it rolls a d4 and subtracts the number rolled from all of its Strength and Dexterity saving throws.
Death's BreathChoose a point you can see within range. Any creature in a 5-foot radius must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for the next minute, and takes 2d4 necrotic damage at the start of each of its turns.

You can choose to automatically succeed any saves against your plagues. These vials, when removed from your person, have an AC of 14, and a number of hit points equal to twice your level in this class. They are immune to poison damage, psychic damage, and all conditions. If a vial is brought to 0 hit points, it breaks and activates its effect.

Whenever you finish a short rest, you can change any plague vials of one type into another of your choice.

Knowledge in Ailments

At 3rd level, you gain proficiency in the Medicine skill, and gain a bonus on checks with it equal to your Intelligence modifier (minimum of +1) when identifying or trying to cure a disease.

Disease Transmitter

Starting at 5th level, you can enhance armaments with your deadly creations. As a bonus action, you can oil a weapon within 5 feet of you with one of your vials. The next time this weapon hits a creature, it deals additional poison damage equal to your level in this class, and causes the target to also make a saving throw against your Curated Plague. This saving throw is made with disadvantage.

Molded by Death

At 9th level, you and your curated plagues grow in potency.

Patient Zero

At 15th level, you have become a living aspect of your infectious creations.