Grim Artisan Tools
These are actually a feature that came from a, now scrapped, version of the plague doctor class. Sometimes in my games, I'll sneak features from classes I'm working on in the game as items to kind of playtest them. This particular item has been playtested for well over a year and is almost completely intact from the exact way I first wrote it. I think the only actual change was the self-inflicted psychic damage that was lowered by one dice size. It's a really good early/mid game item and becomes more valuable if you aren't running a healer in your game.
The Grim Artisan Tools
These enchanted syringes once belonged to the famed plague doctor, H’avetur.
These enchanted syringes allow you to make a ranged weapon attack with a syringe as a bonus action on your turn. You are granted a number of syringes equal to your level + your proficiency bonus.
On a successful hit, the creature takes 1d4 + the wearer’s proficiency bonus in piercing damage, and the creature must also succeed on a Constitution saving throw (DC 8 + the wearer’s proficiency bonus + their Wisdom modifier) or have their blood drawn into the syringe, losing an extra 1d4 hit points from the blood loss. At the end of the round, the syringe will return to you, filled or not. Filled syringes must be emptied before attacking again with them. The syringes will immediately return to you when either you or the target creature's hit points fall to 0. The syringe can store blood for up to 6 hours.
You can choose to inject blood as a reaction from one of your syringes to gain 10 hit points at the cost of a negative side effect on your next turn.
The amount of hit points you recover increases at the 6th, 10th, and 18th levels to 15, 20, and 30 hit points, respectively.
Injections can be shared with allied creatures, but they suffer the same adverse side effects. The effect ends at the end of the next turn. Refer to the table below for adverse side effects.
| D6 | Side Effect | Condition |
|---|---|---|
| 1 | Dizziness | Disadvantage on Concentration Checks |
| 2 | Weakness | Disadvantage on attack rolls |
| 3 | Fatigue | Disadvantage on saving rolls |
| 4 | Nausea | Speed Reduced by 10 Feet |
| 5 | Allergic | Suffer the Poisoned Condition |
| 1 | Vertigo | Fall Prone |